Skip to content

Commit 5583f6f

Browse files
committed
deploy: 7648de1
1 parent 1eb25c3 commit 5583f6f

Some content is hidden

Large Commits have some content hidden by default. Use the searchbox below for content that may be hidden.

43 files changed

+466
-134
lines changed

.doctrees/concepts/combat.doctree

-11.4 KB
Binary file not shown.

.doctrees/concepts/economy.doctree

8.75 KB
Binary file not shown.
-50 Bytes
Binary file not shown.

.doctrees/concepts/index.doctree

0 Bytes
Binary file not shown.

.doctrees/concepts/map.doctree

2.01 KB
Binary file not shown.
15.4 KB
Binary file not shown.
777 Bytes
Binary file not shown.
-2.54 KB
Binary file not shown.

.doctrees/environment.pickle

797 Bytes
Binary file not shown.

_sources/concepts/economy.rst.txt

Lines changed: 81 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,81 @@
1+
Economy
2+
=======
3+
4+
Resources are mined from deposits, or processed from other resources.
5+
Producing units or researching upgrades works the same way as recipes.
6+
7+
.. tab-set::
8+
:sync-group: language
9+
10+
.. tab-item:: Python
11+
:sync: python
12+
13+
.. code-block:: python
14+
15+
# find closest viable position for miner:
16+
p = uw_world.find_construction_placement(DRILL_CONSTRUCTION_ID, home_position, METAL_RECIPE_ID) # recipe id is optional
17+
if p == INVALID:
18+
return
19+
20+
# place construction:
21+
uw_commands.place_construction(DRILL_CONSTRUCTION_ID, p, 0, METAL_RECIPE_ID, UwPriorityEnum.Normal) # yaw, recipe, and priority are optional
22+
23+
# recipe and priority can be changed later:
24+
uw_commands.set_recipe(own_id, ANOTHER_RECIPE_ID)
25+
uw_commands.set_priority(own_id, UwPriorityEnum.High)
26+
27+
.. tab-item:: C#
28+
:sync: csharp
29+
30+
.. code-block:: csharp
31+
32+
// find closest viable position for miner:
33+
uint p = World.FindConstructionPlacement(DRILL_CONSTRUCTION_ID, homePosition, METAL_RECIPE_ID); // recipe id is optional
34+
if (p == Entity.Invalid):
35+
return;
36+
37+
// place construction:
38+
Commands.PlaceConstruction(DRILL_CONSTRUCTION_ID, p, 0, METAL_RECIPE_ID, Interop.UwPriorityEnum.Normal); // yaw, recipe, and priority are optional
39+
40+
// recipe and priority can be changed later:
41+
Commands.SetRecipe(own_id, ANOTHER_RECIPE_ID)
42+
Commands.SetPriority(own_id, Interop.UwPriorityEnum.High)
43+
44+
.. tab-item:: C++
45+
:sync: cpp
46+
47+
.. code-block:: cpp
48+
49+
// todo
50+
51+
Logistics
52+
---------
53+
54+
Resources are automatically transported by trucks.
55+
They will fulfill tasks by their priority, and on first-come-first-serve basis.
56+
57+
.. tab-set::
58+
:sync-group: language
59+
60+
.. tab-item:: Python
61+
:sync: python
62+
63+
.. code-block:: python
64+
65+
# percentage of trucks that are idle:
66+
100.0 * uw_world.my_force_statistics().logisticsUnitsIdle / uw_world.my_force_statistics().logisticsUnitsTotal
67+
68+
.. tab-item:: C#
69+
:sync: csharp
70+
71+
.. code-block:: csharp
72+
73+
// percentage of trucks that are idle:
74+
100.0 * World.MyForceStatistics().logisticsUnitsIdle / World.MyForceStatistics().logisticsUnitsTotal
75+
76+
.. tab-item:: C++
77+
:sync: cpp
78+
79+
.. code-block:: cpp
80+
81+
// nothing

0 commit comments

Comments
 (0)