protected override IAssignment GetNewOrCurrentAssignment(ActionPriority priority) { switch (this.State) { case DwarfState.Working: { Debug.Assert(m_target == null); m_target = AIHelpers.FindNearestEnemy(this.Worker, LivingCategory.Monster); if (m_target == null) { // continue doing work if (this.CurrentAssignment != null) return this.CurrentAssignment; return this.JobManager.FindAssignment(this.Worker); } this.State = DwarfState.Fighting; trace.TraceInformation("Found target: {0}", m_target); if (this.CurrentAssignment == null || (this.CurrentAssignment is AttackAssignment) == false) { trace.TraceInformation("Start attacking: {0}", m_target); var assignment = new AttackAssignment(this, m_target); return assignment; } else { trace.TraceInformation("Continue attacking: {0}", m_target); return this.CurrentAssignment; } } case DwarfState.Fighting: if (m_target.IsDestructed) return null; Debug.Assert(this.CurrentAssignment != null); trace.TraceInformation("Continue attacking: {0}", m_target); return this.CurrentAssignment; default: throw new Exception(); } }
public void OnObservableJobStatusChanged(IJob job, JobStatus status) { m_target = null; this.State = DwarfState.Working; }