Saturday, August 29, 2015

I can has pottery

The latest update now includes basic industry! The test industry was the manufacture of earthenware. Earthenware is a tier-2 good, meaning it requires at least one level of intermediate goods to construct.

Earth (raw item) => Sherd (intermediate item) => Earthenware (final item)

Using my amazingly hand drawn graphic of a single blue pottery, you can see it stored inside the "cave" which is nothing more than a square border of rocks on a yellow savannah landscape.

Following this, work will begin on ensuring good consumption works fine. So people will pick up pottery and smash it into their faces to consume it for happiness and health.

Saturday, August 8, 2015

The Continuing Quest of Alpha

Instead of blabbing about stuff here is a list of various bugs that were fixed...

  • Added isInterruptible to actions to make certain system initiated actions non interruptible such as eating food
  • Added a back-off to worker assignment in build structure if materials required aren't available to prevent infinite reassignment
  • Fixed incorrect insufficient material detection in IndustryAction
  • Fixed missing superclass constructor call in BuyItemAction
  • Added exit condition for BuyItemAction if none of that item is found to buy
  • Added exit condition for IndustryAction to cancel if no materials are available
  • Added isInterruptible and it is passed down to stacked actions
  • Fixed IndustryAction distance to factory calculation to use FirstFloorSquare instead of location for better accuracy
  • Fixed BuyItemAction determine whether to buy something if the id of the good to buy is zero
  • Restructured IndustryAction to either perform labour or gather materials, whichever is possible and to end action if nothing is possible
  • Fixed UseConsumableAction to ignore inventory limit otherwise it can stuck in a cycle of failed attempts at PickUpAction
  • Fixed UnitInputManager building material selection to choose first material type off chosen materials
  • Fixed infinite buy loop in BuyItemAction because quantity purchased was not incremented
  • Fixed setPlayerInitiatedAction to properly check the size of the action stack while popping from it to prevent an NPE
  • Fixed IndustryAction stacking of CSpendItemAction which had incorrect parameter values
  • Fixed new estate creation and using the id in BuildStructureAction
  • Switched pathfinder to do start to destination to see if it can early exit for units that are stuck
  • Fixed GraphicsEngine missing dispatch of remove building message
  • Fixed BuildStructureAction to exit once building is complete

Of course, here is a picture of a successfully built inukshuk. By successful I mean it didn't crash while doing it.