Prevent production cycling when producing actor does not occupy space

This commit is contained in:
abc013
2020-02-22 23:06:46 +01:00
committed by abcdefg30
parent 6ba02800ab
commit c0ece00c4b
2 changed files with 2 additions and 2 deletions

View File

@@ -46,7 +46,7 @@ namespace OpenRA.Mods.Common.Widgets.Logic.Ingame
var player = world.RenderPlayer ?? world.LocalPlayer;
var facilities = world.ActorsHavingTrait<Production>()
.Where(a => a.Owner == player && !a.Info.HasTraitInfo<BaseBuildingInfo>()
.Where(a => a.Owner == player && a.OccupiesSpace != null && !a.Info.HasTraitInfo<BaseBuildingInfo>()
&& a.TraitsImplementing<Production>().Any(t => !t.IsTraitDisabled))
.OrderBy(f => f.TraitsImplementing<Production>().First(t => !t.IsTraitDisabled).Info.Produces.First())
.ToList();

View File

@@ -389,7 +389,7 @@ namespace OpenRA.Mods.Common.Widgets
var facility = CurrentQueue.MostLikelyProducer().Actor;
if (facility == null)
if (facility == null || facility.OccupiesSpace == null)
return true;
if (selection.Actors.Count() == 1 && selection.Contains(facility))