leklachu
leklachu
I can confirm all looks fine to me - current game data files look okay - fresh start for me (cheat for a jump drive and quantum keystone) lets me...
If I scrub just the `reputation: Syndicate` condition from my savefile, the mission just re-adds that. If I scrub all `reputation: _` from my file, then the `"reputation with"` section...
Edit: pretty sure I misunderstood when I wrote this --- I think I've found it. So, a GetEntry (ConditionsStore.cpp L450) will give a pointer either to the exact name we're...
So, do you want the program to, 1. check the savefile for `reputation: ` and delete them every time 2. check once, clear `reputation: ` from the save, then write...
> My assumption when I wrote the code was that the prefixed-providers are always setup before the actual loading of the conditions from the savegame (but this assumption is probably...
I took a look through the logic to register derived conditions. Can't say I'm certain, but pretty confident now: - The game datastructures to store reputations etc are created before...
Oh! Loading `"reputation with"` sets through `reputationsChanges.emplace_back(..)`, but `"conditions"` sets through `gov->SetReputation(value)`. I bet the former is only being applied after the load in the call to `ApplyChanges()` I'll look...
I have made a draft PR that, I believe, fixes the bug, both for saves before it matters and saves that now have out-of-sync reputations. - I haven't yet checked...
So, I think the main issue of this is solved with https://github.com/endless-sky/endless-sky/pull/7224, but I'd like to leave the issue open to remember to fix new games. As far as I...
> Does the override of the operator[] ... help to address this problem? Apparently, yes. Took me a while to realise what's going on. Is there a reason to have...