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Opinionated Cleanup #65
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fc07f36
Remove old 1.0 code, we don't need this - we bundle the assembly.
simplyWiri 5fce287
Add debug information, creates PDB's - enables the use of debuggers
simplyWiri 8e7544e
Fix hauling behaviours relating to storage buildings
simplyWiri 34cf64d
Correctly bail early when we run out of inventory space on the pawn. …
simplyWiri 6920f09
Make the 'HaulToInventory' class more linearly readable, refactor toi…
simplyWiri 2245566
Remove re-implementation of vanilla, functions - nets a 10x improveme…
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53 changes: 0 additions & 53 deletions
53
Source/IHoldMultipleThingsv1.0/IHoldMultipleThingsv10.csproj
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I completely deleted this code, because it didn't make much sense to me.
TargetBis not where anything is guaranteed to be dropped off at - theUnloadjob driver owns that responsibility - maintaining reservations seems moot, if that was a desired feature - wouldn't you do this in the Unload JobDriver?There was a problem hiding this comment.
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I think this was load-bearing, I've noticed a few edge cases where pawns are over-hauling when there is not enough space.
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Mm. I think this is a more general issue:
When we use a storage building, we store a
(StoreTarget, CellAllocation)pair. WhereCellAllocationis presumed to be for a particular item. This means we store aint capacity. Thiscapacityis only correct for a particular item, not any item.This means, for example - if we haul leather, to a cell with 225 capacity (3x free cells) - and we only have, i.e. 10 leather. We would then see 215 free slots.
If we then went to haul a bunch of single-slot items, i.e. apparel. We could attempt to haul ~215 individual apparel items into this slot - when we should only be able to store 2. Because fundamentally we are storing things by cell.