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shared queue for jobs list, brought through with state into primitive HTN actions
recruit character action adds them to your kingdom
fix issue with interrupted characters always waiting around (and then having their food stolen!) Double recruitment order still goes ahead - make sure it's cancelled somehow (will also affect other types of orders perhaps? Maybe we de-dup the list?)
Wait for should be cancelled immediately - shouldn't really be part of an ongoing plan. Shouldn't necessarily be re-planned constantly though - need some kind of trigger?
The text was updated successfully, but these errors were encountered:
I think a shared queue is the way to go for now? New recruit action to target character - (auto-accept for now) who will then gain the jobs list in their planner. Perhaps the jobs list is a separate entity (or at least component) with an id to make this easier. We could use a sensor to copy the jobs over from there into the world, or allow direct lookup for simplicity (which means methods and primitive as need the state...?)
Oooh - what about characters turning up with a backstory (attacked by robbers, lost orphans, simple farmsteaders), and have a conversation system triggered each time we recruit? That's a nice idea and speaks well to being all about the people... perhaps generate the people with these stories in the background, around the edges of the map. Also would be nice to have a conversation system like Sol Trader's...
Double recruitment order still goes ahead - make sure it's cancelled somehow (will also affect other types of orders perhaps? Maybe we de-dup the list?)The text was updated successfully, but these errors were encountered: