Activities and actions unifying
Posted: Fri Apr 07, 2023 1:06 pm
In the game code and rules, we have two things much overlapping: activities and actions. Actually, requirements for most activities are requirements for the actions to set to them, and you e.g. can't continue fortifying if your terrain has changed to an unsuitable one to perform "Fortify" (or do I mistake here?). Thus, we would better unify these activities with corresponding actions, just redefine the action concept in that action takes zero or more turns to perform, and record in the actors' objects that they are busy with one or another action. I have already requested in a ticket making "Found City" an activity, I got a response that it should be generalized, and that's how it could be done.
There are though special activities that don't correspond to what we can call an action, that are "Idle", "Explore", "Fortified" and "Goto". They don't take a rules defined amount of turn, and they (except "Fortified") are more intristic for human or AI control. Probably, they should be separated from other activities into a special concept, or even two concepts: e.g., a user may want workers to look around as in "Sentry" mode while they are digging something, and let some unit may be at once fortified, "sentrying" and converting its terrain.
There are though special activities that don't correspond to what we can call an action, that are "Idle", "Explore", "Fortified" and "Goto". They don't take a rules defined amount of turn, and they (except "Fortified") are more intristic for human or AI control. Probably, they should be separated from other activities into a special concept, or even two concepts: e.g., a user may want workers to look around as in "Sentry" mode while they are digging something, and let some unit may be at once fortified, "sentrying" and converting its terrain.