From f369b11bd584c5ec22a4e8e009fbac54101813ce Mon Sep 17 00:00:00 2001 From: Florian Fischer Date: Wed, 15 Feb 2023 16:31:06 +0100 Subject: 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. --- go/game/cardImplementations.go | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'go/game/cardImplementations.go') 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 -- cgit v1.2.3