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Introduce harvesting logic and first steps to State Machine #147

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merged 18 commits into from
May 2, 2017

Commits on Oct 17, 2016

  1. When harvester is on spice[hill] then start harvesting animation and …

    …deduct spice value from terrain
    stefanhendriks committed Oct 17, 2016
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  2. harvester unit determined by entityData (which is still hard coded by…

    … ID) + when selecting one or multiple harvesters then show 'attack' image on harvestable cells
    stefanhendriks committed Oct 17, 2016
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Commits on Oct 18, 2016

  1. "if" is not needed

    stefanhendriks committed Oct 18, 2016
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  2. remove unneeded code

    stefanhendriks committed Oct 18, 2016
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  3. Introduce F(inite) S(tate) M(achine), now for idle, dying, dead state…

    …s. In preparation for harvesting logic later.
    stefanhendriks committed Oct 18, 2016
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Commits on Oct 19, 2016

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Commits on Oct 28, 2016

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Commits on Nov 1, 2016

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Commits on Nov 4, 2016

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Commits on Mar 31, 2017

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  2. Fix bug, whenever a unit was moving, and ordered to move to a differe…

    …nt vector, then do not block on self-claimed vectors.
    
    - add tests for UnitMoveIntents to secure this behavior
    - add an idle behavior/state
    stefanhendriks committed Mar 31, 2017
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Commits on Apr 1, 2017

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  2. When unit is ordered mid-way, make sure it completes its movement to the

    current cell and then re-evaluates where to go
    stefanhendriks committed Apr 1, 2017
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Commits on Apr 10, 2017

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  2. Unit should only harvest when it is a harvester...

    ... or capable of harvesting
    stefanhendriks committed Apr 10, 2017
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