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Next and Prev unprocessed / unhandled unit IMPLEMENTED

Posted: Sat Nov 23, 2019 6:49 am
by Stratego (dev)
I could not find the topic (please someone help to find) where the current logic was written and discussed.


i write here that i remember how the logic works now:

proceseed a unit or building if
- is factory and produces something
- is unit and attacked OR moved this turn (considering if player already made something with the unit than that is the end for the turn)
- is unit and has waypoint set
- if currently disabled or under construction
- if worker and can construct something as stands beside such building (a building to build up, or a catapult to build) - mending damaged units does not count.



and new idea to it:
2. Spells that has specific targets, and no target in range will not make a unit "unprocessed" able.

is it good? any other ideas?

Re: Next and Prev unprocessed / unhandled unit

Posted: Sat Nov 23, 2019 1:30 pm
by Puss_in_Boots
Sounds good, I sometimes miss a worker's turn when I don't make them manually build and switch its place with another builder.

Re: Next and Prev unprocessed / unhandled unit

Posted: Sat Nov 23, 2019 3:03 pm
by Stratego (dev)
actually you can see unprocessed workers already - so this will not help you in this :)
(this will not add but remove workers from uprocesseds)

Re: Next and Prev unprocessed / unhandled unit

Posted: Sat Nov 23, 2019 4:37 pm
by Puss_in_Boots
Oh, then 'bad idea?'

How about adding units with spell/ability and no targets in range?

Re: Next and Prev unprocessed / unhandled unit

Posted: Sat Nov 23, 2019 4:58 pm
by Stratego (dev)
Oh, then 'bad idea?'
i think you simply misunderstood what i wrote, all workers are currently in the list of unprocessed units by deafult. and now i want to remove those that are standing beside a building to be constructed.


spells:
i think that works already, isnt it?

Re: Next and Prev unprocessed / unhandled unit

Posted: Sat Nov 23, 2019 10:07 pm
by Endru1241
Nope it doesn't work with spells - all spell aka ability aka action users remain unprocessed after movement. Not only if they use environmental actions, even those with enemy targeted and no enemies in range.

So this should be added on the list.

Re: Next and Prev unprocessed / unhandled unit

Posted: Sun Nov 24, 2019 10:45 am
by Stratego (dev)
ok!
(someone locked this topic - presume accidentally)

Re: Next and Prev unprocessed / unhandled unit

Posted: Thu Dec 12, 2019 7:05 pm
by Stratego (dev)
worker constructing logic is ready.