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fixed bug on fleet build req in colonies
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ametel01 committed Feb 2, 2024
1 parent be58081 commit be12876
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Showing 2 changed files with 3 additions and 5 deletions.
6 changes: 3 additions & 3 deletions src/colony/colony.cairo
Original file line number Diff line number Diff line change
Expand Up @@ -325,7 +325,7 @@ mod ColonyComponent {
);
},
ColonyBuildType::Sparrow => {
Dockyard::scraper_requirements_check(dockyard_level, techs);
Dockyard::sparrow_requirements_check(dockyard_level, techs);
self
.colony_ships
.write(
Expand All @@ -335,7 +335,7 @@ mod ColonyComponent {
);
},
ColonyBuildType::Frigate => {
Dockyard::scraper_requirements_check(dockyard_level, techs);
Dockyard::frigate_requirements_check(dockyard_level, techs);
self
.colony_ships
.write(
Expand All @@ -345,7 +345,7 @@ mod ColonyComponent {
);
},
ColonyBuildType::Armade => {
Dockyard::scraper_requirements_check(dockyard_level, techs);
Dockyard::armade_requirements_check(dockyard_level, techs);
self
.colony_ships
.write(
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2 changes: 0 additions & 2 deletions src/game/main.cairo
Original file line number Diff line number Diff line change
Expand Up @@ -1696,7 +1696,6 @@ mod NoGame {
return cost;
},
UpgradeType::Ion => {
assert!(!is_testnet, "NoGame: Ion tech not available on testnet realease");
let lab_level = self.compounds_level.read((planet_id, Names::LAB));
let techs = self.get_tech_levels(planet_id);
Lab::ion_systems_requirements_check(lab_level, techs);
Expand Down Expand Up @@ -1913,7 +1912,6 @@ mod NoGame {
return cost;
},
BuildType::Frigate => {
assert!(!is_testnet, "NoGame: Frigate not available on testnet realease");
let techs = self.get_tech_levels(planet_id);
Dockyard::frigate_requirements_check(dockyard_level, techs);
let cost = Dockyard::get_ships_cost(quantity, self.get_ships_cost().frigate);
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