public void goToLocation(MinerState.Location location) { if (location == minerState.currentLocation) { return; } if (minerState.currentLocation == MinerState.Location.InTransit && location == _destinationLocation) { Debug.log("heading to {0}. its {1} miles away", location, _distanceToNextLocation); _distanceToNextLocation--; if (_distanceToNextLocation == 0) { minerState.fatigue++; minerState.currentLocation = _destinationLocation; _distanceToNextLocation = Nez.Random.range(2, 8); } } else { minerState.currentLocation = MinerState.Location.InTransit; _destinationLocation = location; _distanceToNextLocation = Nez.Random.range(2, 8); } }
public void GoToLocation(MinerState.Location location) { if (location == this.MinerState.CurrentLocation) { return; } if (this.MinerState.CurrentLocation == MinerState.Location.InTransit && location == this.DestinationLocation) { Console.WriteLine($"Heading to {location}. Its {this.DistanceToNextLocation} miles away"); this.DistanceToNextLocation--; if (this.DistanceToNextLocation == 0) { this.MinerState.Fatigue++; this.MinerState.CurrentLocation = this.DestinationLocation; this.DistanceToNextLocation = r.Next(6) + 2; } } else { this.MinerState.CurrentLocation = MinerState.Location.InTransit; this.DestinationLocation = location; this.DistanceToNextLocation = r.Next(6) + 2; } }
public void GoToLocation(MinerState.Location location) { if (location == MinerState.CurrentLocation) { return; } if (MinerState.CurrentLocation == MinerState.Location.InTransit && location == _destinationLocation) { Debug.Log("heading to {0}. its {1} miles away", location, _distanceToNextLocation); _distanceToNextLocation--; if (_distanceToNextLocation == 0) { MinerState.Fatigue++; MinerState.CurrentLocation = _destinationLocation; _distanceToNextLocation = Random.Range(2, 8); } } else { MinerState.CurrentLocation = MinerState.Location.InTransit; _destinationLocation = location; _distanceToNextLocation = Random.Range(2, 8); } }
void GoTo_Enter() { // figure out where we are going var action = _actionPlan.Peek().Name; switch (action) { case "sleep": _destinationLocation = MinerState.Location.Home; break; case "drink": _destinationLocation = MinerState.Location.Saloon; break; case "mine": _destinationLocation = MinerState.Location.Mine; break; case "depositGold": _destinationLocation = MinerState.Location.Bank; break; } if (MinerState.CurrentLocation == _destinationLocation) { CurrentState = MinerBobState.PerformAction; } else { _distanceToNextLocation = Random.Range(2, 8); MinerState.CurrentLocation = MinerState.Location.InTransit; } }
TaskStatus goToLocation(MinerState.Location location) { Debug.log("heading to {0}. its {1} miles away", location, _distanceToNextLocation); if (location != minerState.currentLocation) { _distanceToNextLocation--; if (_distanceToNextLocation == 0) { minerState.fatigue++; minerState.currentLocation = location; _distanceToNextLocation = Nez.Random.range(2, 8); return(TaskStatus.Success); } return(TaskStatus.Running); } return(TaskStatus.Success); }
public TaskStatus GoToLocation(MinerState.Location location) { Console.WriteLine($"Heading to {location}. Its {this.DistanceToNextLocation} miles away"); if (location != this.MinerState.CurrentLocation) { this.DistanceToNextLocation--; if (this.DistanceToNextLocation == 0) { this.MinerState.Fatigue++; this.MinerState.CurrentLocation = location; this.DistanceToNextLocation = r.Next(6) + 2; return(TaskStatus.Success); } return(TaskStatus.Running); } return(TaskStatus.Success); }
TaskStatus GoToLocation(MinerState.Location location) { Debug.Log("heading to {0}. its {1} miles away", location, _distanceToNextLocation); if (location != MinerState.CurrentLocation) { _distanceToNextLocation--; if (_distanceToNextLocation == 0) { MinerState.Fatigue++; MinerState.CurrentLocation = location; _distanceToNextLocation = Random.Range(2, 8); return(TaskStatus.Success); } return(TaskStatus.Running); } return(TaskStatus.Success); }