Make sure AI can deploy an MCV when it lacks a base.
This commit is contained in:
@@ -964,8 +964,12 @@ namespace OpenRA.Mods.Common.AI
|
||||
if (!mcv.IsIdle)
|
||||
continue;
|
||||
|
||||
// If we lack a base, we need to make sure we don't restrict deployment of the MCV to the base!
|
||||
var restrictToBase =
|
||||
Info.RestrictMCVDeploymentFallbackToBase &&
|
||||
CountBuildingByCommonName(Info.BuildingCommonNames.ConstructionYard, Player) > 0;
|
||||
var factType = mcv.Info.TraitInfo<TransformsInfo>().IntoActor;
|
||||
var desiredLocation = ChooseBuildLocation(factType, Info.RestrictMCVDeploymentFallbackToBase, BuildingType.Building);
|
||||
var desiredLocation = ChooseBuildLocation(factType, restrictToBase, BuildingType.Building);
|
||||
if (desiredLocation == null)
|
||||
continue;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user