Fix combat conditionals not working correctly (#13796)

* Fix combat conditionals not working correctly

* cleanup RuinsManager because why not
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SeventhM 2025-08-11 12:56:05 -07:00 committed by GitHub
parent a06c5c96e3
commit 2fe9bd2f6d
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2 changed files with 3 additions and 4 deletions

View File

@ -60,8 +60,9 @@ class RuinsManager(
var atLeastOneUniqueHadEffect = false
for (unique in possibleReward.uniqueObjects) {
atLeastOneUniqueHadEffect =
atLeastOneUniqueHadEffect
|| UniqueTriggerActivation.triggerUnique(unique, triggeringUnit, notification = possibleReward.notification, triggerNotificationText = "from the ruins")
unique.conditionalsApply(triggeringUnit.cache.state) &&
UniqueTriggerActivation.triggerUnique(unique, triggeringUnit, notification = possibleReward.notification, triggerNotificationText = "from the ruins")
if (atLeastOneUniqueHadEffect) break
}
if (atLeastOneUniqueHadEffect) {
rememberReward(possibleReward.name)

View File

@ -109,8 +109,6 @@ object UniqueTriggerActivation {
val gameContext = GameContext(civInfo, city, unit, tile)
if (!unique.conditionalsApply(gameContext)) return null
val chosenCity = relevantCity ?:
civInfo.cities.firstOrNull { it.isCapital() }