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Do not trigger the Time Victory if it is not enabled (#7197)
* Whitespaces * Use the proper list of victory types * Clean up if the victory type was removed
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@ -55,7 +55,7 @@ class VictoryManager {
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fun getVictoryTypeAchieved(): String? {
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fun getVictoryTypeAchieved(): String? {
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if (!civInfo.isMajorCiv()) return null
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if (!civInfo.isMajorCiv()) return null
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for (victoryName in civInfo.gameInfo.ruleSet.victories.keys.filter { it != Constants.neutralVictoryType}) {
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for (victoryName in civInfo.gameInfo.gameParameters.victoryTypes.filter { it != Constants.neutralVictoryType}) {
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if (getNextMilestone(victoryName) == null)
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if (getNextMilestone(victoryName) == null)
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return victoryName
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return victoryName
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}
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}
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@ -57,6 +57,9 @@ class NewGameScreen(
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updateRuleset() // must come before playerPickerTable so mod nations from fromSettings
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updateRuleset() // must come before playerPickerTable so mod nations from fromSettings
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// Has to be initialized before the mapOptionsTable, since the mapOptionsTable refers to it on init
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// Has to be initialized before the mapOptionsTable, since the mapOptionsTable refers to it on init
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// remove the victory types which are not in the rule set (e.g. were in the recently disabled mod)
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gameSetupInfo.gameParameters.victoryTypes.removeAll { it !in ruleset.victories.keys }
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if (gameSetupInfo.gameParameters.victoryTypes.isEmpty())
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if (gameSetupInfo.gameParameters.victoryTypes.isEmpty())
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gameSetupInfo.gameParameters.victoryTypes.addAll(ruleset.victories.keys)
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gameSetupInfo.gameParameters.victoryTypes.addAll(ruleset.victories.keys)
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