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Async Quests with radial effects #210

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LuzBun opened this issue Jul 31, 2021 · 0 comments
Open

Async Quests with radial effects #210

LuzBun opened this issue Jul 31, 2021 · 0 comments
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async Bugs or issues only in async time mode. bug Something isn't working. low priority Quality of life or ignorable to an extent.

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@LuzBun
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LuzBun commented Jul 31, 2021

Destroying one of these sites (say EMI Dynamo) can cause colonies affected by it that are behind in time, to be unable to destroy it themselves and continue to be affected until the date it was destroyed by the other colony.

@LuzBun LuzBun added low priority Quality of life or ignorable to an extent. async Bugs or issues only in async time mode. bug Something isn't working. labels Jul 31, 2021
SokyranTheDragon added a commit to SokyranTheDragon/Multiplayer that referenced this issue Aug 18, 2024
In simple terms, this will fix issues with condition causers, like smoke spewer or psychic suppressor sites.

`CompCauseGameCondition` iterates over the list of each maps that it affects, where it either creates the game condition, or updates the remaining ticks for it.

The issue is that it uses `Find.TickManager.TicksGame` when doing so, which causes the affected maps to receive the time from either the world (if the `Thing` the comp is part of happens to be attached to a world object), or the specific map (if the `Thing` is spawned on an actual map).

The change here is to properly use the actual ticks from the specific map that is affected.

A slight side note - this won't fix maps where the game condition is active, but the condition causer was destroyed. This is due to the condition causer updating the game condition, while the game condition itself does not have any references to the causer itself.
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Labels
async Bugs or issues only in async time mode. bug Something isn't working. low priority Quality of life or ignorable to an extent.
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