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Fixed tip tile handler showing custom flood effect loc
1 parent 0c7295f commit a8d2f3f

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Lines changed: 20 additions & 1 deletion

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src/Managers/Visual.cs

Lines changed: 20 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -312,7 +312,10 @@ private static void TerrainRenderer_UpdateGraphics(TerrainRenderer __instance, T
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SkinType skinType = tile.data.Skin;
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string flood = "";
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if (tile.data.effects.Contains(TileData.EffectType.Flooded) || (tribe == TribeType.Aquarion && tile.data.terrain == Polytopia.Data.TerrainData.Type.Mountain))
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if (
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tile.data.effects.Contains(TileData.EffectType.Flooded) ||
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(tribe == TribeType.Aquarion && tile.data.terrain == Polytopia.Data.TerrainData.Type.Mountain)
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) // TODO: Check all tribes with flooded abil instead of Aquarion only.
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{
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foreach (var effect in tile.data.effects)
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{
@@ -366,6 +369,22 @@ private static void TileData_Flood(TileData __instance, PlayerState playerState)
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}
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}
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/// <summary>Removes custom flood effect loc from tile tip header.</summary>
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[HarmonyPostfix]
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[HarmonyPatch(typeof(TileTipGenerator), nameof(TileTipGenerator.GetTileTipHeader))]
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public static void GetTileTipHeader(ref string __result, TileData tileData, SkinType skin,
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PlayerState playerState, GameState gameState, GameLogicData gameLogicData)
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{
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foreach(var effect in tileData.effects)
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{
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if(customFloodingSkins.ContainsKey(effect))
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{
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string localizedEffect = Localization.GetSkinned(skin, playerState.tribe, $"tile.effect.{effect.GetName()}");
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__result = __result.Replace($", {localizedEffect}", string.Empty);
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}
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}
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}
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/// <summary>Forces an update of the mesh for a PolytopiaSpriteRenderer with a custom sprite.</summary>
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[HarmonyPostfix]
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[HarmonyPatch(typeof(PolytopiaSpriteRenderer), nameof(PolytopiaSpriteRenderer.ForceUpdateMesh))]

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