Ignore disabled production traits.
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@@ -55,7 +55,7 @@ namespace OpenRA.Mods.Common.Traits
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if (queue == null)
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if (queue == null)
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{
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{
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var types = world.Selection.Actors.Where(a => a.IsInWorld && a.World.LocalPlayer == a.Owner)
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var types = world.Selection.Actors.Where(a => a.IsInWorld && a.World.LocalPlayer == a.Owner)
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.SelectMany(a => a.TraitsImplementing<Production>())
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.SelectMany(a => a.TraitsImplementing<Production>().Where(p => !p.IsTraitDisabled))
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.SelectMany(t => t.Info.Produces);
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.SelectMany(t => t.Info.Produces);
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queue = world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
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queue = world.LocalPlayer.PlayerActor.TraitsImplementing<ProductionQueue>()
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@@ -45,8 +45,9 @@ namespace OpenRA.Mods.Common.Widgets.Logic.Ingame
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var player = world.RenderPlayer ?? world.LocalPlayer;
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var player = world.RenderPlayer ?? world.LocalPlayer;
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var facilities = world.ActorsHavingTrait<Production>()
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var facilities = world.ActorsHavingTrait<Production>()
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.Where(a => a.Owner == player && !a.Info.HasTraitInfo<BaseBuildingInfo>())
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.Where(a => a.Owner == player && !a.Info.HasTraitInfo<BaseBuildingInfo>()
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.OrderBy(f => f.Info.TraitInfo<ProductionInfo>().Produces.First())
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&& a.TraitsImplementing<Production>().Any(t => !t.IsTraitDisabled))
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.OrderBy(f => f.TraitsImplementing<Production>().First(t => !t.IsTraitDisabled).Info.Produces.First())
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.ToList();
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.ToList();
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if (!facilities.Any())
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if (!facilities.Any())
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