- rP22165: Update the wonder victory timer in case the wonder renames.
create an upgradable wonder, which can upgrade to another wonder (or his own template) and to a non-wonder and see that the timer is set correctly in all cases
Successful build - Chance fights ever on the side of the prudent.
Linter detected issues: Executing section Source... Executing section JS... | | [NORMAL] ESLintBear (indent): | | Expected indentation of 4 tabs but found 3. |----| | /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/scripts/WonderVictory.js | |++++| /mnt/data/jenkins-phabricator/workspace/differential/binaries/data/mods/public/maps/scripts/WonderVictory.js | 106| 106| "players": [player], | 107| 107| "translateMessage": true | 108| 108| }, | 109| |- wonderDuration) | | 109|+ wonderDuration) | 110| 110| ] | 111| 111| }; | 112| 112| }; Executing section cli...
Link to build: https://jenkins.wildfiregames.com/job/differential/928/
well from a ownershipchange we can't see if it will be a rename, so when the new ent is brought up, we don't know it actually replaces another (one could change the entitylimits and allow two wonders, so an owners check wouldn't work), so the new timer will always be activated, which afterwards needs to be removed. Also from the destroy we don't know if it is a rename (one could very well create and destroy different wonders at the same turn), so we have to do it with the ent rename.