fix #207 temporarily prevent odd condition from triggering the n/n sentence

This commit is contained in:
betalars 2025-08-13 19:40:36 +02:00
parent e9c1c73944
commit 4be4a25bf9
1 changed files with 3 additions and 2 deletions

View File

@ -129,7 +129,7 @@ func _ready():
dropzone_size = get_viewport_rect().size - Vector2(dropzone_padding + size_reference.minimum_size.x, dropzone_padding) dropzone_size = get_viewport_rect().size - Vector2(dropzone_padding + size_reference.minimum_size.x, dropzone_padding)
if get_parent() == get_tree().root: if get_parent() == get_tree().root:
populate_board(["c_void", 'c_joy', "p_wet", "p_worried_mother"]) populate_board(["c_void", 'c_gifted', "p_wet", "p_joy"])
populate_board(["c_jui_jutsu", 'c_hit', "p_girly", "p_vent"]) populate_board(["c_jui_jutsu", 'c_hit', "p_girly", "p_vent"])
populate_board(["c_comic_heroes", 'c_teasing', "p_agent_q", "p_good_intended"]) populate_board(["c_comic_heroes", 'c_teasing', "p_agent_q", "p_good_intended"])
populate_board(["c_out_of_world", 'c_confusion', "p_outer_conflict", "p_unique"]) populate_board(["c_out_of_world", 'c_confusion', "p_outer_conflict", "p_unique"])
@ -335,7 +335,8 @@ func give_lore_feedback():
else: else:
$AnimationPlayer.play("unfitting") $AnimationPlayer.play("unfitting")
unfitting = true unfitting = true
elif fitting_card_count != total_card_count or total_card_count != dropzone.get_child_count() or sticky_note_container.get_child_count() != 0: #FIXME: check if this logic (after the "or") is still needed.
elif fitting_card_count != total_card_count or (total_card_count != dropzone.get_child_count() and sticky_note_container.get_child_count() != 0):
instructions.text = TranslationServer.translate("You may leave the room, but Lisa only agrees with %d of the %d connections.") % [fitting_card_count, total_card_count] instructions.text = TranslationServer.translate("You may leave the room, but Lisa only agrees with %d of the %d connections.") % [fitting_card_count, total_card_count]
if not incomplete: if not incomplete:
if State.speech_language == 2: if State.speech_language == 2: