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.
This commit is contained in:
Squiggles211
2014-05-12 08:42:44 -05:00
parent a495d9d552
commit ce69ea2237

View File

@@ -80,7 +80,7 @@ namespace OpenRA.Mods.RA
// Add buildables that have a build limit set and are not already in the list // Add buildables that have a build limit set and are not already in the list
player.World.ActorsWithTrait<Buildable>() player.World.ActorsWithTrait<Buildable>()
.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)) .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))
.ToList() .ToList()
.ForEach(b => ret[b.Actor.Info.Name].Add(b.Actor)); .ForEach(b => ret[b.Actor.Info.Name].Add(b.Actor));
@@ -114,7 +114,6 @@ namespace OpenRA.Mods.RA
public void Update(Cache<string, List<Actor>> buildables) public void Update(Cache<string, List<Actor>> buildables)
{ {
var hasReachedBuildLimit = buildLimit > 0 && buildables.Keys.Contains(Key) && buildables[Key].Count >= buildLimit; var hasReachedBuildLimit = buildLimit > 0 && buildables.Keys.Contains(Key) && buildables[Key].Count >= buildLimit;
var nowHasPrerequisites = HasPrerequisites(buildables) && !hasReachedBuildLimit; var nowHasPrerequisites = HasPrerequisites(buildables) && !hasReachedBuildLimit;
if (nowHasPrerequisites && !hasPrerequisites) if (nowHasPrerequisites && !hasPrerequisites)