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.

No comments:

Post a Comment