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Game no longer crashes on new game screen when no scenarios are available
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@ -80,16 +80,19 @@ class MapOptionsTable(val newGameScreen: NewGameScreen): Table() {
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override fun toString() = fileHandle.name()
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override fun toString() = fileHandle.name()
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}
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}
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val scenarioFiles = getScenarioFiles()
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val scenarioSelectBox = SelectBox<FileHandleWrapper>(CameraStageBaseScreen.skin)
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val scenarioSelectBox = SelectBox<FileHandleWrapper>(CameraStageBaseScreen.skin)
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for (savedGame in getScenarioFiles()) {
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if (scenarioFiles.any()) {
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scenarioSelectBox.items.add(FileHandleWrapper(savedGame))
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for (savedGame in getScenarioFiles()) {
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scenarioSelectBox.items.add(FileHandleWrapper(savedGame))
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}
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scenarioSelectBox.items = scenarioSelectBox.items // it doesn't register them until you do this.
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scenarioSelectBox.selected = scenarioSelectBox.items.first()
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// needs to be after the item change, so it doesn't activate before we choose the Scenario maptype
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scenarioSelectBox.onChange { selectSavedGameAsScenario(scenarioSelectBox.selected.fileHandle) }
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scenarioOptionsTable.add("{Scenario file}:".toLabel()).left()
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scenarioOptionsTable.add(scenarioSelectBox)
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}
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}
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scenarioSelectBox.items = scenarioSelectBox.items // it doesn't register them until you do this.
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scenarioSelectBox.selected = scenarioSelectBox.items.first()
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// needs to be after the item change, so it doesn't activate before we choose the Scenario maptype
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scenarioSelectBox.onChange { selectSavedGameAsScenario(scenarioSelectBox.selected.fileHandle) }
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scenarioOptionsTable.add("{Scenario file}:".toLabel()).left()
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scenarioOptionsTable.add(scenarioSelectBox)
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fun updateOnMapTypeChange() {
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fun updateOnMapTypeChange() {
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mapTypeSpecificTable.clear()
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mapTypeSpecificTable.clear()
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