Fix sold tech bug on build limited structures
Fixes where if a structure with a build limit was sold, it was not properly removed from the buildables prerequisite list until next update.
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@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA
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// Add buildables that have a build limit set and are not already in the list
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player.World.ActorsWithTrait<Buildable>()
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.Where(a => a.Actor.Info.Traits.Get<BuildableInfo>().BuildLimit > 0 && !a.Actor.IsDead() && a.Actor.Owner == player && ret.Keys.All(k => k != a.Actor.Info.Name))
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.Where(a => a.Actor.Info.Traits.Get<BuildableInfo>().BuildLimit > 0 && !a.Actor.IsDead() && a.Actor.IsInWorld && a.Actor.Owner == player && ret.Keys.All(k => k != a.Actor.Info.Name))
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.ToList()
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.ForEach(b => ret[b.Actor.Info.Name].Add(b.Actor));
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@@ -114,7 +114,6 @@ namespace OpenRA.Mods.RA
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public void Update(Cache<string, List<Actor>> buildables)
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{
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var hasReachedBuildLimit = buildLimit > 0 && buildables.Keys.Contains(Key) && buildables[Key].Count >= buildLimit;
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var nowHasPrerequisites = HasPrerequisites(buildables) && !hasReachedBuildLimit;
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if (nowHasPrerequisites && !hasPrerequisites)
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