Use proper map rules in ProductionTooltipLogic.cs
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@@ -21,8 +21,9 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
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public class ProductionTooltipLogic
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{
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[ObjectCreator.UseCtor]
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public ProductionTooltipLogic(Widget widget, Ruleset rules, TooltipContainerWidget tooltipContainer, ProductionPaletteWidget palette)
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public ProductionTooltipLogic(Widget widget, TooltipContainerWidget tooltipContainer, ProductionPaletteWidget palette)
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{
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var mapRules = palette.World.Map.Rules;
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var pm = palette.World.LocalPlayer.PlayerActor.Trait<PowerManager>();
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var pr = palette.World.LocalPlayer.PlayerActor.Trait<PlayerResources>();
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@@ -45,7 +46,7 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
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if (actor == null || actor == lastActor)
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return;
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var info = rules.Actors[actor];
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var info = mapRules.Actors[actor];
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var tooltip = info.Traits.Get<TooltipInfo>();
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var buildable = info.Traits.Get<BuildableInfo>();
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var cost = info.Traits.Get<ValuedInfo>().Cost;
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@@ -53,7 +54,7 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
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nameLabel.GetText = () => tooltip.Name;
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var prereqs = buildable.Prerequisites.Select(a => ActorName(rules, a));
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var prereqs = buildable.Prerequisites.Select(a => ActorName(mapRules, a));
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var requiresString = prereqs.Any() ? requiresLabel.Text.F(prereqs.JoinWith(", ")) : "";
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requiresLabel.GetText = () => requiresString;
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