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Which building produces axes in widelands
Which building produces axes in widelands










The whole interaction should be handled by improved Request that the economy can handle. The maching of a Supply to a request is handled by the Widelands::Economy. The whole transfer of workers (which is the main issue of this discussion) and wares (which may also profit from the idea) is handled with Widelands::Request that are satisfied with Widelands::Supply. Indicates the kind of worker that a miner becomes once he collects enoughĮxperience - which implies that that type of worker can also be used in place Notice the loop with get_worker_descr(ware)->becomes()? The becomes() Warehouse::count_workers (which is called via WarehouseSupply::nr_supplies).

which building produces axes in widelands

Which building produces axes in widelands code#

Supply implementations, you will find stuff like the code for Currently this issue is solved as follows but perhaps can be simplified with this approach:Īctually, a plain mine just says "I want a miner". The interpretation of the QoS (mapping of the integer value to the level of the worker) must obviously be defined by the worker itself. If the Requirement would have attached a attribute minQos to indicate what the minimum requirement must be a Request for a miner with minQos 0 can be answered by a chief miner, but a Request with minQos 1 can only be answered by a chief miner or a master miner. Handled by WaresQueue) and removes the Request, unless it needs even more The building is notified (via a callback routine usually, this detail is

  • Now the trunk will be transported to the requesting building.
  • Economy sees the matching Supply for the Request and starts a Transfer that.
  • Lumberjack creates a trunk WareInstance.
  • Economy tries to satisfy the Request, but nothing is currently available.
  • Building creates a Request object for a ware, say a trunk.
  • Therefore the Transfer Object of a miner is different from the one of a chief miner.Ī Transfer object is something that only exists when something is actually being transported. So a Request can only a soldier of a specific 'quality' any other workers are requested by a specific Transfer object. Currently only attributes for soldiers are defined. A Request contains a Requirement that is list of MinMax attributes.
  • A Building or more General a PlayerImovable sends a Request for a Worker ore a WareInstance => a Map_Object.
  • Master-miner should get a replacement from warehouse X" should reside in the Just that the main routine that actually makes the decision "Okay, this To avoid code duplication, it could take theįorm of a "WorkerArray", similar to the already existing WaresQueue. Note that this doesn't prohibit support code in the buildings - in fact, such Level (or, to be more precise, on a per-Economy level, since it's not A decision that seems clever from the point of view of one buildingĬould be horrible from a global perspective. (II) Players will perceive the system as good if it produces a globally good Result in code - and therefore bug - duplication. (I) All kinds of buildings need to support and be involved in balancing, and Viable alternative would be inside building code, but I think that would be It, the more I believe that this should be in the Economy code.

    which building produces axes in widelands

    Step 2 would be to actually implement the balancing. Are there other parts of Widelands that can benefit from a balance system?.How can you integrate this balancing into existing systems?.What is the right subsystem in which to tackle this problem?.

    which building produces axes in widelands

    ConsiderationsĮxcerpt from the mailing list (ToDo: work out the points) These show there is some real issue in the sending not just any worker to a requesting site but specific workers. Training up my soldiers at a trainingsite I noticed that although I don't want to make heroes the evolve as such if I don't swap the occupants of the trainingsite.įurthermore there is the now closed bug Improve handling of workers and the resulting feature request Downgrade skilled workers when possible. Or how can worker of various professions be sent to where they are needed. Algorithm to send a higher qualified miner to a lower position.Balancing algorithm for requesting soldiers of the trainingsite.










    Which building produces axes in widelands