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fix: prevent negative imagination (#1083)
* fix: prevent negative imagination And fail switch if we don't have enough imagination * Make better
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@ -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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if (state || (entity->GetLOT() == 8092 && destroyableComponent->GetImagination() >= m_imagination)) {
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if (state) {
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this->m_actionTrue->Handle(context, bitStream, branch);
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} else {
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this->m_actionFalse->Handle(context, bitStream, branch);
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@ -196,18 +196,18 @@ void RebuildComponent::Update(float deltaTime) {
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DestroyableComponent* destComp = builder->GetComponent<DestroyableComponent>();
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if (!destComp) break;
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int newImagination = destComp->GetImagination() - 1;
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int newImagination = destComp->GetImagination();
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if (newImagination <= 0) {
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CancelRebuild(builder, eQuickBuildFailReason::OUT_OF_IMAGINATION, true);
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break;
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}
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++m_DrainedImagination;
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--newImagination;
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destComp->SetImagination(newImagination);
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EntityManager::Instance()->SerializeEntity(builder);
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++m_DrainedImagination;
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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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break;
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}
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}
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if (m_Timer >= m_CompleteTime && m_DrainedImagination >= m_TakeImagination) {
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