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authorFlorian Fischer <florian.fischer@muhq.space>2023-02-15 16:31:06 +0100
committerFlorian Fischer <florian.fischer@muhq.space>2025-01-27 16:43:50 +0100
commit0edb119b497bf1283f976693b02e044033d4de08 (patch)
treee088ee82bd402d0b8f9b129a3eb5ea221c80514e /go/game/ai.go
parent55e61b7e74a72178f8c124539318fec9773f0ff7 (diff)
downloadmuhqs-game-0edb119b497bf1283f976693b02e044033d4de08.tar.gz
muhqs-game-0edb119b497bf1283f976693b02e044033d4de08.zip
fix ai NPE when selecting a unit where to spawn frost pylon
The NPE is caused by any piled permanent with which TilesInRange is called.
Diffstat (limited to 'go/game/ai.go')
-rw-r--r--go/game/ai.go2
1 files changed, 1 insertions, 1 deletions
diff --git a/go/game/ai.go b/go/game/ai.go
index 9b48c2f5..9f1ef488 100644
--- a/go/game/ai.go
+++ b/go/game/ai.go
@@ -121,7 +121,7 @@ func (m *Map) generateMapGraphFor(u *Unit) *dijkstra.Graph {
}
func findPathTo(graph *dijkstra.Graph, u *Unit, pos Position) (dijkstra.BestPath, error) {
- srcId, err := graph.GetMapping(u.TileOrContainingPermTile().Position.String())
+ srcId, err := graph.GetMapping(TileOrContainingPermTile(u).Position.String())
if err != nil {
log.Fatalf("No mapping %s in Graph: %s", u.Tile().Position.String(), err)
}