Finish implementing job queue
Toni already made a nice implementation of digging and idling, now the rest should be done.
DK2 has some nice references hidden how they were called internally. Since some tasks may be a little to big, we can make them one by one. We just mark whats done so far.
Here is a short list:
- [ ] CallToArmsState
- [ ] CasinoState
- [ ] CombatPitState
- [ ] DisArmTrapState
- [ ] ExploreState
- [ ] FightWithDrawState
- [ ] GoodState //?
- [ ] GuardState
- [ ] HungerState
- [x] ImpState // i guess this is digging
- [ ] KeeperState
- [x] LairState
- [ ] ManufactureState
- [ ] ObjectState //?
- [ ] PatrolState
- [ ] PayState // Payday!
- [ ] PrayState
- [ ] PrisonState
- [ ] ReaperState
- [x] ResearchState
- [ ] RunAway
- [ ] SulkState // probably entering when the dungeon doesn't fullfil their needs, then going back to portal
- [ ] ThrowingState
- [ ] TourtureState
- [ ] TrainState
- [x] WaitState // probably idle
- [ ] StateGroup // Grouping?
DK2 also seems to have some decent debugging for these states, but i didn't found out yet how to activate it.
Just to note that currently some these aren't really states per se... Many of these has been implemented as tasks. For me at least it makes a small difference.
Well it's just what Bullfrog used as names in the original Engine (you can find them in the executable). I don't think we need to stick with the names if there is no reason for it.
Yes and that is a good list. I just wanted to make clear, since we have states & tasks. States as in state machine and WorkState that performs tasks. The design might differ a lot from the original. And it may be that we should have states as opposed to tasks for these, or not.