Closed eronoobos closed 8 years ago
if we need metal maybe reclaim all is usefull
But keep some reserves of little production can save us if we take great damage in the center... add label 'question' please is a gameplay type
But keep some reserves of little production can save us if we take great damage in the center...
exactly
if we need metal maybe reclaim all is usefull
since reclaimers have cleanables as targets, maybe just let them deal with non-obstructing cleanables
about MoveOrderFailed: it only works in non-lua, because (from the wiki)
addon.UnitMoveFailed(???) ??? Not implemented in base handler
and indeed: [f=-000001] Error: UpdateCallIn: UnitMoveFailed is not implemented
. why it's not implemented for spring's lua by default, i have no clue.
i could try to figure out how to implement it (aka prepare myself psychologically for a dev's irritation at being asked how to do so). or i could try to implement it myself, by keeping track of orders that have positions, and occasionally checking if the unit ever got to that position.
did my own custom implemtation by keeping track of orders https://github.com/eronoobos/ShardSpringLua/commit/ce4fc528ce0ec52faac14d06a3b6992ac51fec44
https://github.com/eronoobos/BABAR-The-Shardifant/commit/bcfe73076747dbdc80268d7a8c35c1c8e626369b
should probably allow mobile units to be cleaned, and clean them if their priority gets high enough (enough failed moves near them)
noticed that now a builder reclaim wind after few minutes, but there was nothing of stuckked... i will be check better
Yeah, the unitmovefailed recognition system isn't perfect. If you're going to look into it, I suggest setting self.DebugEnabled = true
in cleanhandler's init, it will show when UnitMoveFailed triggers, and the priorities of cleanable buildings
i check the system and is ok, if no reason persist i suggest close and reopen if need
Only things in the way should be cleaned. There's no need to reclaim potentially useful buildings that aren't obstructing anything. Simple way would be to only clean within a radius of a factory. Complicated way would be to look for nearby things to clean when a move order fails. (Complicated because I don't know if MoveOrderFailed even works.)