Comments (1)
Get Ingredient has been reworked and seems to be functioning pretty good, it is not as rigid as the first implementation.
example: if the player already has a final ingredient in hands, it will only add that ingredient to the plate, without executing the whole sequence from the start.
This applies to every point of the sequence.
I've also used distance to chose the 'best' counters to interact with
from cookedup.
Related Issues (20)
- Bots somethimes go to the same PlatesCounter wasting time HOT 2
- MeatPatty left to burn after Bot's recipe expires HOT 1
- If there are no Human players, Input actions like Pause won't be used HOT 1
- PlayerBot sometimes uses ingredients being worked by other bots HOT 1
- Implement multiple Human Players input HOT 1
- Create a Lobby to chose how many bots and human players to add HOT 1
- GetIngredients should work towards an Ingredient only when a required WorkCounter is Available
- Bots often stand in place blocking other Players from accessing counters HOT 1
- Create new Action to `SetPlate` HOT 1
- Multiple Levels and Level selection system
- Add scaling for number of players
- Bots will sometimes put ingredients in other Bot's plates HOT 1
- When starting a new game for the first time, player configuration does not update from the Lobby HOT 1
- Clock time label is broken
- Bots without RecipeRequest assigned remain idle HOT 2
- Player Bot should re-utilize plates of expired recipes HOT 2
- Some Brain scripts actions have multiple values HOT 1
- Strategic Brain often performs multiple Executions without waiting for sensor updates
- Bot won't use its best plate for a recipe, keeping the last used instead HOT 1
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from cookedup.