public void OnObservableJobStatusChanged(IJob job, JobStatus status) { if (m_fleeAssignment != null && job == m_fleeAssignment) { m_fleeAssignment = null; } }
// return new or current assignment, or null to cancel current assignment, or do nothing is no current assignment protected override IAssignment GetNewOrCurrentAssignment(ActionPriority priority) { if (priority == ActionPriority.High) { return(this.CurrentAssignment); } var worker = this.Worker; bool hasAssignment = this.CurrentAssignment != null; bool hasOtherAssignment = this.CurrentAssignment == null && this.Worker.HasAction; if (hasOtherAssignment) { return(null); } switch (this.State) { case HervivoreAIState.Grazing: { var enemies = AIHelpers.FindEnemies(worker, LivingCategory.Carnivore | LivingCategory.Civilized | LivingCategory.Monster); if (enemies.Any()) { var fleeVector = GetFleeVector(enemies); trace.TraceInformation("Changing to Flee state, v = {0}", fleeVector); this.State = HervivoreAIState.Fleeing; m_fleeFinishedTick = worker.World.TickNumber + FLEE_TIME; m_fleeAssignment = new FleeMoveAssignment(this); m_fleeAssignment.SetFleeVector(fleeVector); return(m_fleeAssignment); } if (hasAssignment) { return(this.CurrentAssignment); } return(new Dwarrowdelf.Jobs.Assignments.GrazeMoveAssignment(this, this.Group)); } case HervivoreAIState.Fleeing: { var enemies = AIHelpers.FindEnemies(worker, LivingCategory.Carnivore | LivingCategory.Civilized | LivingCategory.Monster); if (enemies.Any()) { var fleeVector = GetFleeVector(enemies); trace.TraceInformation("Updating fleevector: {0}", fleeVector); m_fleeFinishedTick = worker.World.TickNumber + FLEE_TIME; m_fleeAssignment.SetFleeVector(fleeVector); return(m_fleeAssignment); } else if (worker.World.TickNumber < m_fleeFinishedTick) { trace.TraceInformation("Continue fleeing"); return(m_fleeAssignment); } else { m_fleeAssignment.Abort(); trace.TraceInformation("Changing to Graze state"); this.State = HervivoreAIState.Grazing; return(new Dwarrowdelf.Jobs.Assignments.GrazeMoveAssignment(this, this.Group)); } } default: throw new Exception(); } }