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Introduce harvesting logic and first steps to State Machine #147
Commits on Oct 17, 2016
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When harvester is on spice[hill] then start harvesting animation and …
…deduct spice value from terrain
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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
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Commits on Oct 18, 2016
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Introduce F(inite) S(tate) M(achine), now for idle, dying, dead state…
…s. In preparation for harvesting logic later.
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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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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
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Commits on Apr 1, 2017
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When unit is ordered mid-way, make sure it completes its movement to the
current cell and then re-evaluates where to go
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Commits on Apr 10, 2017
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Unit should only harvest when it is a harvester...
... or capable of harvesting
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Move around some terrain class (and its test) so we can add a dummy
harvestable terrain
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