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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/range.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/range.go')
-rw-r--r--go/game/range.go2
1 files changed, 1 insertions, 1 deletions
diff --git a/go/game/range.go b/go/game/range.go
index bb60b54c..5f9d8e80 100644
--- a/go/game/range.go
+++ b/go/game/range.go
@@ -76,5 +76,5 @@ func TilesInRangeFromOrigin(m *Map, origin Position, r int) []*Tile {
}
func TilesInRange(m *Map, p Permanent, r int) []*Tile {
- return TilesInRangeFromOrigin(m, p.Tile().Position, r)
+ return TilesInRangeFromOrigin(m, TileOrContainingPermTile(p).Position, r)
}