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fix-split-
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| Author | SHA1 | Date | |
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| 6be9e2e39a |
1 changed files with 7 additions and 6 deletions
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@ -357,11 +357,12 @@ namespace TD.Dev
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return names;
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return names;
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}
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}
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// Display names of every pooled AbilityEnemyUpgradeOption, alphabetically. Mirrors
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// Display names of every pooled EnemyUpgradeOption, alphabetically. Mirrors
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// DraftOptionNames above — EnemyUpgradePool is the enemy-side equivalent of DraftPool,
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// DraftOptionNames above — EnemyUpgradePool is the enemy-side equivalent of DraftPool,
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// and this is the same Count/Get surface ExecuteGrantEnemyAbility walks. Non-ability
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// and this is the same Count/Get surface ExecuteGrantEnemyAbility walks. Includes
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// cards (e.g. the vote-meta "Double Dip") aren't an AbilityEnemyUpgradeOption, so they
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// non-ability cards too (e.g. the vote-meta "Double Dip") — DebugGrantEnemyUpgradeRpc
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// don't show up here even though they're in the pool.
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// resolves through EnemyUpgradeOption.ServerOnApplied regardless of subclass, so
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// there's nothing this command can't actually grant.
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private static List<string> EnemyUpgradeNames()
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private static List<string> EnemyUpgradeNames()
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{
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{
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var names = new List<string>();
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var names = new List<string>();
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@ -371,7 +372,7 @@ namespace TD.Dev
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for (int i = 0; i < pool.Count; i++)
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for (int i = 0; i < pool.Count; i++)
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{
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{
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var option = pool.Get(i) as AbilityEnemyUpgradeOption;
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var option = pool.Get(i);
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if (option == null) continue;
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if (option == null) continue;
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string name = option.DisplayName;
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string name = option.DisplayName;
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@ -720,7 +721,7 @@ namespace TD.Dev
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string normalizedTarget = Normalize(nameToken);
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string normalizedTarget = Normalize(nameToken);
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for (int i = 0; i < pool.Count; i++)
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for (int i = 0; i < pool.Count; i++)
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{
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{
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var option = pool.Get(i) as AbilityEnemyUpgradeOption;
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var option = pool.Get(i);
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if (option == null || Normalize(option.DisplayName) != normalizedTarget) continue;
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if (option == null || Normalize(option.DisplayName) != normalizedTarget) continue;
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var relay = DebugCommandRelay.Local;
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var relay = DebugCommandRelay.Local;
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