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Fixes #3727 Magma crust breakthrough and liquid magma damage not working as expected #3991
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Codecov ReportBase: 23.05% // Head: 23.04% // Decreases project coverage by
Additional details and impacted files@@ Coverage Diff @@
## master #3991 +/- ##
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- Coverage 23.05% 23.04% -0.01%
Complexity 4813 4813
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Files 2263 2263
Lines 248456 248534 +78
Branches 46183 46199 +16
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Hits 57283 57283
- Misses 189714 189792 +78
Partials 1459 1459
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…xtra 2d6 damage. Also added report to reflect this.
Moved checkEnteringMagma into if statement to stop turning from causing additional magma damage
The bugs have been fixed. I will split the Bog down changes into its own PR once some of the other coders are around to help me understand the code better. This can be reviewed and approved at any time now. |
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Looks fine, one question.
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public static void checkEnteringMagma(Hex hex, int elevation, Entity entity, GameManager gameManager) { | ||
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if ((hex.terrainLevel(Terrains.MAGMA) == 2) && (elevation == 0) && (entity.getMovementMode() != EntityMovementMode.HOVER)) { |
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Does this cause airborne aerospace units to take magma damage?
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No, the code is a near copy of the crust check code at line 431. I also tested it.
From the original report, A is fixed. Magma crust breaking will only get checked per hex, not per moveStep. The popup showed the correct number but processMovement did not know this rule. In fact in testing this, this has been a bug since at least 0.47 and possibly before.
Per rules on p34/35 TO:AR damage should be applied if a mech starts its turn in magma, walks into a magma hex, or breaks a crust hex. Additionally, if a unit starts and ends its turn in a magma hex it should take additional damage.
TODO: units starting and ending their movement in a magma hex should take additional damage
units walking into a magma hex should not make a bog down check. RAW only mention jumping into the hex needing a bog down roll.