From 9f8f4f1cd169508f90ed49a470987ee896a450a6 Mon Sep 17 00:00:00 2001 From: BenRQ <40794717+BenRQ@users.noreply.github.com> Date: Mon, 15 Oct 2018 19:44:00 +0200 Subject: [PATCH] #916 Rework to fix major regression (some quests not starting) - secure Mythos phase state machine rather than mess with event validity --- unity/Assets/Scripts/Quest/EventManager.cs | 3 +-- unity/Assets/Scripts/Quest/RoundControllerMoM.cs | 3 ++- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/unity/Assets/Scripts/Quest/EventManager.cs b/unity/Assets/Scripts/Quest/EventManager.cs index 70fdcf5c4..9b2bf5511 100644 --- a/unity/Assets/Scripts/Quest/EventManager.cs +++ b/unity/Assets/Scripts/Quest/EventManager.cs @@ -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)); } } diff --git a/unity/Assets/Scripts/Quest/RoundControllerMoM.cs b/unity/Assets/Scripts/Quest/RoundControllerMoM.cs index 787d51e02..e63cb5e73 100644 --- a/unity/Assets/Scripts/Quest/RoundControllerMoM.cs +++ b/unity/Assets/Scripts/Quest/RoundControllerMoM.cs @@ -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;