/** * * * @author OLiver */ void nobUsual::WorkerLost() { // Check if worker is or was here (e.g. hunter could currently be outside) if(HasWorker()) { // If we have a worker, we must be producing something RTTR_Assert(productivity_ev); // Open the door till we get a new worker OpenDoor(); } // Produktivitätsevent ggf. abmelden em->RemoveEvent(productivity_ev); // Waren-Bestell-Event abmelden em->RemoveEvent(orderware_ev); // neuen Arbeiter bestellen worker = NULL; gwg->GetPlayer(player).AddJobWanted(USUAL_BUILDING_CONSTS[type_ - 10].job, this); }
void nobUsual::WorkerLost() { // Check if worker is or was here (e.g. hunter could currently be outside) if(HasWorker()) { // If we have a worker, we must be producing something RTTR_Assert(productivity_ev); // Open the door till we get a new worker OpenDoor(); } // Produktivitätsevent ggf. abmelden GetEvMgr().RemoveEvent(productivity_ev); // Waren-Bestell-Event abmelden GetEvMgr().RemoveEvent(orderware_ev); // neuen Arbeiter bestellen worker = nullptr; gwg->GetPlayer(player).AddJobWanted(BLD_WORK_DESC[bldType_].job, this); }