Merge pull request #12084 from obrakmann/fix12078_ai-production-snafu

Fix AI still producing units with captured factories in Nod missions
This commit is contained in:
RoosterDragon
2016-09-23 19:40:39 +01:00
committed by GitHub
5 changed files with 10 additions and 10 deletions

View File

@@ -92,7 +92,7 @@ ProduceHarvester = function(building)
end
ProduceInfantry = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
@@ -116,7 +116,7 @@ ProduceInfantry = function(building)
end
ProduceVehicle = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
ProduceHarvester(building)

View File

@@ -92,7 +92,7 @@ ProduceHarvester = function(building)
end
ProduceInfantry = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
@@ -116,7 +116,7 @@ ProduceInfantry = function(building)
end
ProduceVehicle = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
ProduceHarvester(building)

View File

@@ -114,7 +114,7 @@ ProduceHarvester = function(building)
end
ProduceInfantry = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
@@ -138,7 +138,7 @@ ProduceInfantry = function(building)
end
ProduceVehicle = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
ProduceHarvester(building)

View File

@@ -114,7 +114,7 @@ ProduceHarvester = function(building)
end
ProduceInfantry = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
@@ -138,7 +138,7 @@ ProduceInfantry = function(building)
end
ProduceVehicle = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
ProduceHarvester(building)

View File

@@ -114,7 +114,7 @@ ProduceHarvester = function(building)
end
ProduceInfantry = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
@@ -138,7 +138,7 @@ ProduceInfantry = function(building)
end
ProduceVehicle = function(building)
if building.IsDead then
if building.IsDead or building.Owner ~= enemy then
return
elseif not CheckForHarvester() then
ProduceHarvester(building)