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Fixed Post-Scenario Tracking System's Handling of Multiple Personnel in autoAwards #4104

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IllianiCBT
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This commit refactors the automatic awards tracking system to handle multiple personnel simultaneously, instead of one-by-one. This is achieved by changing the person parameter to a HashMap of UUIDs and injury counts in the AutoAwardsController's PostScenarioController. Associated methods have been adjusted to handle the HashMap data, and the retrieval of kills has been consolidated within methods where necessary.

This resolves a bug discovered by our QA team, where faulty logic was causing auto-awards to trigger multiple times during post-scenario conditions.

…handle multiple personnel

This commit is refactoring the automatic awards tracking system to handle multiple personnel at once, rather than one-by-one. This is achieved by changing the person parameter to a HashMap of UUID and injury counts on the AutoAwardsController's PostScenarioController. The commit also adjusts associated methods to handle the HashMap data and consolidates the retrieval of kills within methods where necessary.
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LGTM

@HammerGS HammerGS merged commit 2c8cb27 into MegaMek:master May 25, 2024
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HammerGS added a commit that referenced this pull request May 25, 2024
MegaMek
+ Fix 5476: Update SV armor slots to 2 or 1 for Rating E or F respectively

MegaMekLab
+ Fix ##1514: Fix Atrocious table shading render speed

MekHQ
+ PR #4106: Use tabs in customize scenario dialog
+ PR #4105: Updated Post-Scenario Logging for Prisoners
+ PR #4104: Fixed Post-Scenario Tracking System's Handling of Multiple Personnel in autoAwards
+ PR #4102: Fixed Award Tier Count Calculations in PersonViewPanel
+ PR #4093: Added Negotiation and Scrounge Skill Settings for Administrator Personnel
+ PR #4054: Added Life Paths Campaign Options Tab, Added Education Module
            Very Important to read the documentation on this feature (See Docs folder)
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3 participants