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fix: prevent negative imagination
And fail switch if we don't have enough imagination
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parent
4ff5afd9f7
commit
051395e4c9
@ -30,7 +30,7 @@ void SwitchBehavior::Handle(BehaviorContext* context, RakNet::BitStream* bitStre
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Game::logger->LogDebug("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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Game::logger->LogDebug("SwitchBehavior", "[%i] State: (%d), imagination: (%i) / (%f)", entity->GetLOT(), state, destroyableComponent->GetImagination(), destroyableComponent->GetMaxImagination());
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if (state || (entity->GetLOT() == 8092 && destroyableComponent->GetImagination() >= m_imagination)) {
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if (state && destroyableComponent->GetImagination() >= m_imagination) {
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this->m_actionTrue->Handle(context, bitStream, branch);
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this->m_actionTrue->Handle(context, bitStream, branch);
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} else {
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} else {
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this->m_actionFalse->Handle(context, bitStream, branch);
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this->m_actionFalse->Handle(context, bitStream, branch);
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@ -203,7 +203,7 @@ void RebuildComponent::Update(float deltaTime) {
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++m_DrainedImagination;
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++m_DrainedImagination;
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if (newImagination == 0 && m_DrainedImagination < m_TakeImagination) {
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if (newImagination <= 0 && m_DrainedImagination < m_TakeImagination) {
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CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
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CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
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break;
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break;
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