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Treat no Automation Set as empty automation set.
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parent
9e09d64c66
commit
66ed721105
1 changed files with 5 additions and 5 deletions
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@ -222,12 +222,11 @@ public sealed class AutoDesignApplier : IDisposable
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if (!_config.EnableAutoDesigns)
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return;
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if (!GetPlayerSet(identifier, out var set))
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return;
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if (reset)
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_state.ResetState(state, StateSource.Game);
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Reduce(actor, state, set, false, false, out forcedRedraw);
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if (GetPlayerSet(identifier, out var set))
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Reduce(actor, state, set, false, false, out forcedRedraw);
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}
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public bool Reduce(Actor actor, ActorIdentifier identifier, [NotNullWhen(true)] out ActorState? state)
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@ -284,7 +283,8 @@ public sealed class AutoDesignApplier : IDisposable
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return;
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var mergedDesign = _designMerger.Merge(
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set.Designs.Where(d => d.IsActive(actor)).SelectMany(d => d.Design.AllLinks.Select(l => (l.Design, l.Flags & d.Type, d.Jobs.Flags))),
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set.Designs.Where(d => d.IsActive(actor))
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.SelectMany(d => d.Design.AllLinks.Select(l => (l.Design, l.Flags & d.Type, d.Jobs.Flags))),
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state.ModelData.Customize, state.BaseData, true, _config.AlwaysApplyAssociatedMods);
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_state.ApplyDesign(state, mergedDesign, new ApplySettings(0, StateSource.Fixed, respectManual, fromJobChange, false, false, false));
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