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#916 Rework to fix major regression (some quests not starting)
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- secure Mythos phase state machine rather than mess with event validity
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BenRQ committed Oct 15, 2018
1 parent 2e53b5a commit 9f8f4f1
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Showing 2 changed files with 3 additions and 3 deletions.
3 changes: 1 addition & 2 deletions unity/Assets/Scripts/Quest/EventManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -694,8 +694,7 @@ public bool ButtonsPresent()
virtual public bool Disabled()
{
// check if condition is valid, and if there is something to do in this event (see #916)
return (!game.quest.vars.Test(qEvent.conditions)
|| (!qEvent.display && qEvent.operations.Count == 0 && qEvent.nextEvent.Count == 0));
return (!game.quest.vars.Test(qEvent.conditions));
}
}

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3 changes: 2 additions & 1 deletion unity/Assets/Scripts/Quest/RoundControllerMoM.cs
Original file line number Diff line number Diff line change
Expand Up @@ -140,7 +140,8 @@ public override bool CheckNewRound()
game.stageUI.Update();
return false;
}
else
// this is a recursive call, so we don't want to bring back monsters, if we have reached the end of activations
else if (game.quest.phase != Quest.MoMPhase.horror)
{
// going through monster activation: switch to phase monsters
game.quest.phase = Quest.MoMPhase.monsters;
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