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.
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