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authorFlorian Fischer <florian.fischer@muhq.space>2023-02-15 16:31:06 +0100
committerFlorian Fischer <florian.fischer@muhq.space>2025-08-20 15:50:10 +0200
commitf369b11bd584c5ec22a4e8e009fbac54101813ce (patch)
treedc172ab22aa3ce4986982212b7eb77c785e04328 /go/game/cardImplementations.go
parentb810c024c301fdbe3d0833422bd18449d66d276a (diff)
downloadmuhqs-game-f369b11bd584c5ec22a4e8e009fbac54101813ce.tar.gz
muhqs-game-f369b11bd584c5ec22a4e8e009fbac54101813ce.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/cardImplementations.go')
-rw-r--r--go/game/cardImplementations.go3
1 files changed, 2 insertions, 1 deletions
diff --git a/go/game/cardImplementations.go b/go/game/cardImplementations.go
index 32208f09..da348fe1 100644
--- a/go/game/cardImplementations.go
+++ b/go/game/cardImplementations.go
@@ -176,7 +176,8 @@ type fishTrapImpl struct {
aoe areaEffect
}
-func (*fishTrapImpl) stateBasedActions(s *State, p Permanent) {}
+func (*fishTrapImpl) additionalSpawnsFor(Permanent, CardType) []*Tile { return nil }
+func (*fishTrapImpl) stateBasedActions(*State, Permanent) {}
func (i *fishTrapImpl) onEntering(t *Tile) {
s := t.Permanent.Controller().gameState