Fix mistakes with unavailable unique (#11102)

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SeventhM 2024-02-08 11:18:09 -08:00 committed by GitHub
parent 5e45b95157
commit 3a6a64576d
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2 changed files with 2 additions and 3 deletions

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@ -168,7 +168,7 @@ class PolicyManager : IsPartOfGameInfoSerialization {
if (checkEra && civInfo.gameInfo.ruleset.eras[policy.branch.era]!!.eraNumber > civInfo.getEraNumber()) return false if (checkEra && civInfo.gameInfo.ruleset.eras[policy.branch.era]!!.eraNumber > civInfo.getEraNumber()) return false
if (policy.getMatchingUniques(UniqueType.OnlyAvailable, StateForConditionals.IgnoreConditionals) if (policy.getMatchingUniques(UniqueType.OnlyAvailable, StateForConditionals.IgnoreConditionals)
.any { !it.conditionalsApply(civInfo) }) return false .any { !it.conditionalsApply(civInfo) }) return false
if (policy.hasUnique(UniqueType.Unavailable)) return false if (policy.hasUnique(UniqueType.Unavailable, StateForConditionals(civInfo))) return false
return true return true
} }

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@ -256,7 +256,6 @@ class Building : RulesetStatsObject(), INonPerpetualConstruction {
yield(RejectionReasonType.ShouldNotBeDisplayed.toInstance()) yield(RejectionReasonType.ShouldNotBeDisplayed.toInstance())
UniqueType.Unavailable -> UniqueType.Unavailable ->
if (!unique.conditionalsApply(civ, cityConstructions.city))
yield(RejectionReasonType.ShouldNotBeDisplayed.toInstance()) yield(RejectionReasonType.ShouldNotBeDisplayed.toInstance())
UniqueType.RequiresPopulation -> UniqueType.RequiresPopulation ->