Fix false power/water warnings for non-building tiles#421
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Fix false power/water warnings for non-building tiles#421
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Improved filtering to exclude terrain and infrastructure (water, road, bridge, empty) when counting unpowered and unwatered buildings, fixing false warnings about missing power/water. Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
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| // Only count actual zoned buildings (exclude terrain, infrastructure, and placeholders) | ||
| const btype = tile.building.type; | ||
| if (tile.zone !== 'none' && btype !== 'grass' && btype !== 'water' && | ||
| btype !== 'road' && btype !== 'bridge' && btype !== 'empty') { |
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Missing tree in non-building type exclusion filter
Medium Severity · Logic Bug
The filter excludes grass, water, road, bridge, and empty from unpowered/unwatered counts, but misses tree. Zoning can be applied to tree tiles (see allowedTypesForZoning which includes 'tree'), so zoned tree tiles will have powered: false and watered: false and be incorrectly counted as unpowered/unwatered buildings. The NO_CONSTRUCTION_TYPES constant groups tree alongside all the other excluded types, confirming it belongs in this filter too.
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Improved the advisor message filtering to exclude terrain and infrastructure tiles (water, road, bridge, empty) when counting unpowered and unwatered buildings. This prevents false warnings about missing power or water for tiles that don't represent actual buildings.
Changes made:
🤖 Generated with Claude Code
Note
Low Risk
Small change to advisor message counting logic only; low risk aside from potentially changing when utility warnings appear.
Overview
Fixes false Power/Water advisor warnings by tightening the
generateAdvisorMessagescounters to only include actual zoned buildings and exclude non-building tile types (water,road,bridge,empty, in addition tograss).Also does a tiny micro-optimization by caching
tile.building.typeintobtypewhile scanning the grid.Written by Cursor Bugbot for commit 91e4d0a. This will update automatically on new commits. Configure here.