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LimboKill can't kill all buildings with the ID #1376

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5 tasks done
Artizy2333 opened this issue Sep 10, 2024 · 3 comments
Open
5 tasks done

LimboKill can't kill all buildings with the ID #1376

Artizy2333 opened this issue Sep 10, 2024 · 3 comments
Labels
Phobos bug Something isn't working properly

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@Artizy2333
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Description

I write these two SWs and launch the game, use LimboTest first then use LimboTest2,I get negative power finally..(try to use power to see how many NAHAND left).
The first time I use LimboTest2,kills 7 NAHAND ,the second time kills 3 NAHAND ,the third time kills the residual two..

Phobos Version

b43

Conditions to reproduce

No response

INI code

Here is my code.....

[LimboTest];Deliver 12 NAHAND
IsPowered=false
RechargeTime=0.1
Type=UnitDelivery
SidebarImage=NukeIcon
Action=Nuke
ShowTimer=no
SW.Deferment=0
SW.AITargeting=none
UIName=Name:LimboTest

LimboDelivery.Types=NAHAND,NAHAND,NAHAND,NAHAND,NAHAND,NAHAND,NAHAND,NAHAND,NAHAND,NAHAND,NAHAND,NAHAND
LimboDelivery.IDs=18
SW.AlwaysGranted=yes

[LimboTest2];Kill
IsPowered=false
RechargeTime=0.1
Type=UnitDelivery
SidebarImage=NukeIcon
Action=Nuke
ShowTimer=no
SW.Deferment=0
SW.AITargeting=none
UIName=Name:LimboTest2

LimboKill.IDs=18
SW.AlwaysGranted=yes

Steps to reproduce

1.Launch LimboTest
2.Launch LimboTest2
3.
...

Expected behaviour

kill all NAHAND at once

Actual behaviour

First time kill 7
Sec kill 3
Third kill 2

Additional context

No response

Checklist

  • The issue happens on the latest official version of Phobos and wasn't fixed yet.
  • I agree to elaborate the details if requested and provide thorough testing if the bugfix is implemented.
  • I added a very descriptive title to this issue.
  • I used the GitHub search and read the issue list to find a similar issue and didn't find it.
  • I have attached as much information as possible (screenshots, gifs, videos, debug and exception logs, etc).
@Artizy2333 Artizy2333 added the Phobos bug Something isn't working properly label Sep 10, 2024
@Artizy2333
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I just read the source code and it seems that it was caused by the deletion of elements in the ApplyLimboKill method loop, resulting in incorrect index and only half of it being deleted.

@Artizy2333
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Oh,another bug here
5F5BE1A1FD996FAE906E5799C3EB6D2F
when check Exist_AllowLimbo,it reads DontExist_AllowLimbo

@Artizy2333
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LimboCreate has AddToLimboTracking set, but why LimboDelete has no RemoveFromLimboTracking?

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