Enhancement/worker actions#945
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Hey @ajhalme, I had to resolve some conflicts in |
ajhalme
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Seems fine to me.
The SetSelectedUnit signature in UnitSelector is a bit curious. Instead of "whether the selected unit has remaining moves", I'd have the call return "whether target unit was successfully selected". And then one could make a separate call for available moves as needed.
As it stands, making the extra unit.WorkerJob != null check (to effectively determine whether the worker was selected) right after the call in Game.cs is awkward, but seems functional enough.
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Yeah I hear you, it's a bit clanky, but it should be revisited separately imo.
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For example, if 2 workers are assigned on turn 10 to work on a road (0 terraforming progress), and a third one is assigned to road the tile as well, the road will be completed. Same with a mine and 6 workers, etc..