public static void Stockpile_UpdateAction(InstalledObject obj, float deltaTime) { if (obj.Tile.LooseObject != null && obj.Tile.LooseObject.StackSize >= obj.Tile.LooseObject.MaxStackSize) { obj.ClearJobs(); return; } if (obj.JobCount() > 0) { return; } if (obj.Tile.LooseObject != null && obj.Tile.LooseObject.StackSize == 0) { Debug.LogError("Stockpile has a zero-size stack!"); obj.ClearJobs(); return; } LooseObject[] requiredItems; if (obj.Tile.LooseObject == null) { requiredItems = Stockpile_GetItemsFromFilter(); } else { LooseObject desiredLooseObject = obj.Tile.LooseObject.Clone(); desiredLooseObject.MaxStackSize -= desiredLooseObject.StackSize; desiredLooseObject.StackSize = 0; requiredItems = new LooseObject[] { desiredLooseObject }; } Job job = new Job(obj.Tile, null, null, 0, requiredItems); job.CanFetchFromStockpile = false; job.RegisterJobProgressedCallback(Stockpile_JobProgressed); obj.AddJob(job); }
public static void Stockpile_UpdateAction(InstalledObject _inObj, float _deltaTime) { //we need to make sure that there is always a job to bring inventory to us if we aren't empty //if we already have a job, return if (_inObj.JobCount() > 0) { return; } if (_inObj.Tile.Inventory == null) { //We are empty, ask for anything to be brought here Job j = new Job(_inObj.Tile, null, Stockpile_JobComplete, 0, new Inventory[1] { new Inventory("Steel Plate", 50, 0) }); //need to be able to ask for any type _inObj.AddJob(j); } }
public static void Stockpile_UpdateAction(InstalledObject installedObject, float deltaTime) { /// Ensure that there is a job in the queue asking for either: /// (if this.stockpile empty): That ANY material/items/looseObjects can be brought to us. /// (if this.stockpile contains something already): If there is still room for more, bring it to this.stockpile // TODO: This function doesn't need to run each update. // Instead it only needs to run when: // - It gets created // - A good get delivered (at which point we reset the job) // - A good gets picked up (at which point we reset the job) // - The UI's filter of allowed items gets changed/updated // Stockpile is full if (installedObject.Tile.LooseObject != null && installedObject.Tile.LooseObject.StackSize >= installedObject.Tile.LooseObject.maxStackSize) { installedObject.ClearJobs(); return; } // Maybe we already have a job queued up? In which case we're good to go if (installedObject.JobCount() > 0) { return; } // We're not full, but we don't have a job either /// Two possibilities: Either we have SOME inventory OR we have NO inventory // Check if there is an empty stockpile => should NOT happen if (installedObject.Tile.LooseObject != null && installedObject.Tile.LooseObject.StackSize == 0) { Debug.LogError("Stockpile has a 0 sized stack!"); installedObject.ClearJobs(); return; } // TODO: In the future stockpiles => rather than being a bunch of individual 1x1 tiles, should create one large single object. // Temp array of items that are required for the new job LooseObject[] requiredItems; // Stockpile is empty => ask/accept ANYTHING if (installedObject.Tile.LooseObject == null) { requiredItems = Stockpile_GetItemsFromFilter(); } // There is already a stack that isn't full yet => add more stuff else { // Is there already a job => if so return if (installedObject.JobCount() > 0) { return; } LooseObject desiredLooseObject = installedObject.Tile.LooseObject.Clone(); desiredLooseObject.maxStackSize -= desiredLooseObject.StackSize; desiredLooseObject.StackSize = 0; requiredItems = new LooseObject[] { desiredLooseObject }; } // Create the new job with requiredItems Job job = new Job( installedObject.Tile, null, null, 0, requiredItems ); // TODO: Later on, add stockpile priorities, so that we can take from a lower priority for a higher one. job.canTakeFromStockpile = false; // Register callback and add job job.RegisterJobProgressedCallback(Stockpile_JobProgressed); installedObject.AddJob(job); }