fix(merge): remove duplicate commit_improvement function
The git auto-merger created a spurious second copy of commit_improvement when reconciling the conflict in world_map_city_actions.gd. The first copy had a stray '_pending_unit = null' injection that neither HEAD nor origin/main had in their commit_improvement bodies. Verified: function definitions now match both sides (6 funcs, including the canonical commit_improvement that's byte-identical to origin/main). gdformat clean, gdlint clean. The hand-merged _on_popup_selected body (origin's superset with the AI_ARENA fallback path) is unchanged — only the duplicate function definition outside it was removed.
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1 changed files with 19 additions and 22 deletions
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@ -39,12 +39,15 @@ func on_found_city_pressed(selected_unit: RefCounted) -> void:
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var is_capital: bool = player.cities.is_empty()
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var city: RefCounted = CityScript.new()
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city.owner = player.index
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city.found(
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city_name,
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selected_unit.position.x,
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selected_unit.position.y,
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is_capital,
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GameState.turn_number,
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(
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city
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. found(
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city_name,
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selected_unit.position.x,
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selected_unit.position.y,
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is_capital,
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GameState.turn_number,
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)
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)
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player.cities.append(city)
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@ -77,10 +80,13 @@ func on_build_improvement_pressed(selected_unit: RefCounted) -> void:
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_improvement_popup.clear()
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for i: int in range(_pending_improvements_list.size()):
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var entry: Dictionary = _pending_improvements_list[i]
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var label: String = "%s (%d turns)" % [
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entry.get("name", ""),
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entry.get("build_turns", 0),
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]
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var label: String = (
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"%s (%d turns)"
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% [
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entry.get("name", ""),
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entry.get("build_turns", 0),
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]
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)
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_improvement_popup.add_item(label, i)
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var mouse_pos: Vector2i = DisplayServer.mouse_get_position()
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@ -109,23 +115,14 @@ func _on_popup_selected(id: int) -> void:
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if player == null:
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_pending_unit = null
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return
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var success: bool = _improvement_manager.start_improvement(_pending_unit, improvement_id, player)
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var success: bool = _improvement_manager.start_improvement(
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_pending_unit, improvement_id, player
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)
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if success:
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improvement_started.emit(_pending_unit)
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_pending_unit = null
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## p1-26d: called by world_map when the player confirms the improvement preview.
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func commit_improvement(unit: RefCounted, improvement_id: String) -> void:
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var player: RefCounted = GameState.get_current_player()
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if player == null:
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_pending_unit = null
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return
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var success: bool = _improvement_manager.start_improvement(unit, improvement_id, player)
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if success:
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improvement_started.emit(unit)
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## p1-26d: called by world_map when the player confirms the improvement preview.
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func commit_improvement(unit: RefCounted, improvement_id: String) -> void:
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var player: RefCounted = GameState.get_current_player()
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