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Associate equipment, etc., with individual workers #45
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Once equipment can be associated with individual workers, we should add a check to the map-checker app to warn about equipment like uniforms being placed in a fortress. |
We'll also want to add the ability to move equipment onto and off of workers to the worker management app. |
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This includes changes to the model and to both XML and database I/O, but nothing more. For #45.
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…ess. The list of implement kinds that will be flagged is currently empty, but the *code* is in place. For #45.
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We don't mention equipment because that's not likely to be useful information in the purposes for which this app is used. For #45.
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…ore robustly. This previously didn't include equipment at all, but because unit members were only handled specially as an operation on the units, that never got caught. Includes code needed (once this is being done at all) because of #45.
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For the new check we want for #45.
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Everything but the tunic has a chance of not being generated for unleveled and one-level workers. For #45.
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While some equipment is shared by all workers in a unit, some ought to be specific to an individual worker. And animals ought to be treated similarly. We need this to be able to start on a combat simulator, and also for #31; once animals (mounts) are associated with workers, we can start deducing unit MP instead of always requiring the user to enter it.
On the other hand, sometimes multiple workers need to be associated with a singular piece of equipment, or perhaps even (in the case of something like an elephant) an individual animal.
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