Fix new NewProductionCashThreshold check ignore player cash.
This commit is contained in:
@@ -263,7 +263,7 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Make sure that we can spend as fast as we are earning
|
// Make sure that we can spend as fast as we are earning
|
||||||
if (baseBuilder.Info.NewProductionCashThreshold > 0 && playerResources.Resources > baseBuilder.Info.NewProductionCashThreshold)
|
if (baseBuilder.Info.NewProductionCashThreshold > 0 && playerResources.GetCashAndResources() > baseBuilder.Info.NewProductionCashThreshold)
|
||||||
{
|
{
|
||||||
var production = GetProducibleBuilding(baseBuilder.Info.ProductionTypes, buildableThings);
|
var production = GetProducibleBuilding(baseBuilder.Info.ProductionTypes, buildableThings);
|
||||||
if (production != null && HasSufficientPowerForActor(production))
|
if (production != null && HasSufficientPowerForActor(production))
|
||||||
@@ -281,7 +281,7 @@ namespace OpenRA.Mods.Common.Traits
|
|||||||
|
|
||||||
// Only consider building this if there is enough water inside the base perimeter and there are close enough adjacent buildings
|
// Only consider building this if there is enough water inside the base perimeter and there are close enough adjacent buildings
|
||||||
if (waterState == WaterCheck.EnoughWater && baseBuilder.Info.NewProductionCashThreshold > 0
|
if (waterState == WaterCheck.EnoughWater && baseBuilder.Info.NewProductionCashThreshold > 0
|
||||||
&& playerResources.Resources > baseBuilder.Info.NewProductionCashThreshold
|
&& playerResources.GetCashAndResources() > baseBuilder.Info.NewProductionCashThreshold
|
||||||
&& AIUtils.IsAreaAvailable<GivesBuildableArea>(world, player, world.Map, baseBuilder.Info.CheckForWaterRadius, baseBuilder.Info.WaterTerrainTypes))
|
&& AIUtils.IsAreaAvailable<GivesBuildableArea>(world, player, world.Map, baseBuilder.Info.CheckForWaterRadius, baseBuilder.Info.WaterTerrainTypes))
|
||||||
{
|
{
|
||||||
var navalproduction = GetProducibleBuilding(baseBuilder.Info.NavalProductionTypes, buildableThings);
|
var navalproduction = GetProducibleBuilding(baseBuilder.Info.NavalProductionTypes, buildableThings);
|
||||||
|
|||||||
Reference in New Issue
Block a user