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Finish implementing job queue

Open ufdada opened this issue 9 years ago • 3 comments

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.

ufdada avatar Aug 22 '16 16:08 ufdada

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.

tonihele avatar Jan 06 '17 16:01 tonihele

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.

ufdada avatar Jan 06 '17 17:01 ufdada

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.

tonihele avatar Jan 06 '17 17:01 tonihele