public ConstructJob(IJobObserver parent, ConstructMode mode, IItemObject[] items, IEnvironmentObject environment, IntVector3 location) : base(parent) { m_mode = mode; m_items = items; m_environment = environment; m_location = location; m_state = 0; DirectionSet positioning; switch (mode) { case ConstructMode.Floor: positioning = DirectionSet.Planar; break; case ConstructMode.Pavement: positioning = DirectionSet.Exact; break; case ConstructMode.Wall: positioning = DirectionSet.Planar; break; default: throw new Exception(); } AddSubJob(new FetchItems(this, m_environment, m_location, items, positioning)); }
public BuildItemAssignment(IJobObserver parent, IItemObject workbench, string buildableItemKey, IItemObject[] items) : base(parent) { m_workbench = workbench; m_items = items; m_buildableItemKey = buildableItemKey; }
public JobProcessor(IProcessorObserver processorObserver, IJobObserver jobObserver) { this.processorObserver = processorObserver; this.jobObserver = jobObserver; jobScheduler = new EventLoopScheduler(); CurrentState = new Created(); }
public StoreToStockpileJob(IJobObserver parent, Stockpile stockpile, ItemObject item) : base(parent) { this.Item = item; m_stockpile = stockpile; m_state = State.MoveToItem; }
public MoveInstallItemAssignment(IJobObserver parent, IItemObject item, InstallMode mode) : base(parent) { m_item = item; m_mode = mode; m_state = 0; }
public ConstructJob(IJobObserver parent, ConstructMode mode, IItemObject[] items, IEnvironmentObject environment, IntPoint3 location) : base(parent) { m_mode = mode; m_items = items; m_environment = environment; m_location = location; m_state = 0; DirectionSet positioning; switch (mode) { case ConstructMode.Floor: positioning = DirectionSet.Planar; break; case ConstructMode.Pavement: positioning = DirectionSet.Exact; break; case ConstructMode.Wall: positioning = DirectionSet.Planar; break; default: throw new Exception(); } AddSubJob(new FetchItems(this, m_environment, m_location, items, positioning)); }
protected MoveBaseAssignment(IJobObserver parent, IEnvironmentObject environment, IntVector3 location) : base(parent) { this.Environment = environment; this.Location = location; m_state = 0; }
public MineAssignment(IJobObserver parent, IEnvironmentObject environment, IntVector3 location, MineActionType mineActionType) : base(parent) { m_environment = environment; m_location = location; m_mineActionType = mineActionType; }
public MoveConstructAssignment(IJobObserver parent, ConstructMode mode, IItemObject[] items, IEnvironmentObject environment, IntVector3 location) : base(parent, environment, items[0].Location) { m_mode = mode; m_items = items; m_environment = environment; m_location = location; }
public ConstructAssignment(IJobObserver parent, ConstructMode mode, IEnvironmentObject environment, IntVector3 location, IItemObject[] items) : base(parent) { m_mode = mode; m_environment = environment; m_location = location; m_items = items; }
public ConstructAssignment(IJobObserver parent, ConstructMode mode, IEnvironmentObject environment, IntPoint3 location, IItemObject[] items) : base(parent) { m_mode = mode; m_environment = environment; m_location = location; m_items = items; }
internal ConversionJob(JobRequest request, IJobObserver jobObserver) { this.request = request; this.jobObserver = jobObserver; codec = new VideoCodec(); transferrer = new WebClient(); localInputFile = new FileInfo(Path.Combine(Path.GetTempPath(), $"{Id.ToString()}.input")); localOutputFile = new FileInfo(Path.Combine(Path.GetTempPath(), $"{Id.ToString()}.output")); }
protected JobGroup(IJobObserver parent) { this.Parent = parent; m_subJobs = new ObservableCollection<IJob>(); m_roSubJobs = new ReadOnlyObservableCollection<IJob>(m_subJobs); this.Status = JobStatus.Ok; }
protected JobGroup(IJobObserver parent) { this.Parent = parent; m_subJobs = new ObservableCollection <IJob>(); m_roSubJobs = new ReadOnlyObservableCollection <IJob>(m_subJobs); this.Status = JobStatus.Ok; }
public FetchItemAssignment(IJobObserver parent, IEnvironmentObject env, IntVector3 location, IItemObject item, DirectionSet positioning) : base(parent) { this.Item = item; m_environment = env; m_location = location; m_state = State.None; m_positioning = positioning; this.LaborID = Dwarrowdelf.LaborID.Hauling; }
public InstallItemJob(IJobObserver parent, IItemObject item, IEnvironmentObject env, IntPoint3 location) : base(parent) { m_item = item; m_location = location; m_state = 0; AddSubJob(new AssignmentGroups.FetchItemAssignment(this, env, location, item)); }
public InstallItemJob(IJobObserver parent, IItemObject item, IEnvironmentObject env, IntVector3 location) : base(parent) { m_item = item; m_location = location; m_state = 0; AddSubJob(new AssignmentGroups.FetchItemAssignment(this, env, location, item)); }
public MoveBuildItemAssignment(IJobObserver parent, IItemObject workplace, string buildableItemKey, IItemObject[] items) : base(parent, workplace.Environment, workplace.Location) { m_workplace = workplace; m_items = items; m_buildableItemKey = buildableItemKey; var bii = Workbenches.GetWorkbenchInfo(workplace.ItemID); var bi = bii.FindBuildableItem(buildableItemKey); this.LaborID = bi.LaborID; }
public FetchItems(IJobObserver parent, IEnvironmentObject env, IntPoint3 location, IEnumerable<IItemObject> items, DirectionSet positioning) : base(parent) { foreach (var item in items) { var job = new AssignmentGroups.FetchItemAssignment(this, env, location, item, positioning); AddSubJob(job); } Debug.Assert(this.SubJobs.Count > 0); }
public FetchItems(IJobObserver parent, IEnvironmentObject env, IntVector3 location, IEnumerable <IItemObject> items, DirectionSet positioning) : base(parent) { foreach (var item in items) { var job = new AssignmentGroups.FetchItemAssignment(this, env, location, item, positioning); AddSubJob(job); } Debug.Assert(this.SubJobs.Count > 0); }
public BuildItemJob(IJobObserver parent, IItemObject workplace, string buildableItemKey, IEnumerable <IItemObject> sourceObjects) : base(parent) { m_workplace = workplace; m_sourceObjects = sourceObjects.ToArray(); m_buildableItemKey = buildableItemKey; m_state = 0; AddSubJob(new FetchItems(this, m_workplace.Environment, m_workplace.Location, sourceObjects)); }
public BuildItemJob(IJobObserver parent, IItemObject workplace, string buildableItemKey, IEnumerable<IItemObject> sourceObjects) : base(parent) { m_workplace = workplace; m_sourceObjects = sourceObjects.ToArray(); m_buildableItemKey = buildableItemKey; m_state = 0; AddSubJob(new FetchItems(this, m_workplace.Environment, m_workplace.Location, sourceObjects)); }
public CleanAreaJob(IJobObserver parent, EnvironmentObject env, IntGrid2Z area) : base(parent) { m_environment = env; m_area = area; m_map = new Dictionary<IntPoint3, IJob>(); foreach (var p in m_area.Range()) m_map[p] = null; m_environment.World.TickStarting += World_TickStarting; }
public CleanAreaJob(IJobObserver parent, EnvironmentObject env, IntGrid2Z area) : base(parent) { m_environment = env; m_area = area; m_map = new Dictionary <IntVector3, IJob>(); foreach (var p in m_area.Range()) { m_map[p] = null; } m_environment.World.TickStarted += World_TickStarting; }
public PatrolAssignment(IJobObserver parent, IEnvironmentObject environment, IntVector3[] waypoints) : base(parent) { m_environment = environment; m_waypoints = waypoints; }
public MoveSleepAssignment(IJobObserver parent, IItemObject bed) : base(parent) { this.Bed = bed; m_state = 0; }
public RandomMoveAssignment(IJobObserver parent) : base(parent) { }
public FellTreeAssignment(IJobObserver parent, IEnvironmentObject environment, IntPoint3 location) : base(parent) { m_environment = environment; m_location = location; }
protected Assignment(IJobObserver parent) { this.Parent = parent; this.Status = JobStatus.Ok; }
public MoveToAreaAssignment(IJobObserver parent, IEnvironmentObject environment, IntGrid3 destination, DirectionSet positioning) : base(parent, environment, positioning) { m_dest = destination; }
public HaulToAreaAssignment(IJobObserver parent, IEnvironmentObject environment, IntGrid3 destination, DirectionSet positioning, IItemObject hauledItem) : base(parent, environment, positioning, hauledItem) { m_dest = destination; }
public FetchItems(IJobObserver parent, IEnvironmentObject env, IntVector3 location, IEnumerable <IItemObject> items) : this(parent, env, location, items, DirectionSet.Exact) { }
public FetchItems(IJobObserver parent, IEnvironmentObject env, IntPoint3 location, IEnumerable<IItemObject> items) : this(parent, env, location, items, DirectionSet.Exact) { }
public GenericDebugAssignment(IJobObserver parent, GameAction action) : base(parent) { m_action = action; }
public FleeMoveAssignment(IJobObserver parent) : base(parent) { }
public MoveFellTreeAssignment(IJobObserver parent, IEnvironmentObject environment, IntPoint3 location) : base(parent, environment, location) { }
public GrazeMoveAssignment(IJobObserver parent, Group group) : base(parent) { m_group = group; }
public AttackAssignment(IJobObserver parent, ILivingObject target) : base(parent) { m_target = target; }
public HaulAssignment(IJobObserver parent, IEnvironmentObject environment, IntVector3 destination, DirectionSet positioning, IItemObject hauledItem) : base(parent, environment, positioning, hauledItem) { m_dest = destination; }
public DropItemAssignment(IJobObserver parent, IItemObject item) : base(parent) { m_item = item; }
protected MoveAssignmentBase(IJobObserver parent, IEnvironmentObject environment, DirectionSet positioning) : base(parent) { m_environment = environment; m_positioning = positioning; }
public FetchItemAssignment(IJobObserver parent, IEnvironmentObject env, IntVector3 location, IItemObject item) : this(parent, env, location, item, DirectionSet.Exact) { }
protected MoveAssignmentBase(IJobObserver parent, IEnvironmentObject environment, DirectionSet positioning, IItemObject hauledItem) : this(parent, environment, positioning) { this.HauledItem = hauledItem; }
public CarryItemAssignment(IJobObserver parent, IItemObject item) : base(parent) { m_item = item; }
public SleepAssignment(IJobObserver parent, IItemObject bed) : base(parent) { m_bed = bed; }
public WaitAssignment(IJobObserver parent, int turns) : base(parent) { m_turns = turns; }