Skip to content

Expose world-worker movement actions in the WORLD UI - #27

Draft
SimGamerJen wants to merge 3 commits into
agent/world-workers-alpha4-obstacle-awarenessfrom
agent/world-workers-alpha5-world-actions-ui
Draft

Expose world-worker movement actions in the WORLD UI#27
SimGamerJen wants to merge 3 commits into
agent/world-workers-alpha4-obstacle-awarenessfrom
agent/world-workers-alpha5-world-actions-ui

Conversation

@SimGamerJen

Copy link
Copy Markdown
Owner

Summary

Builds directly on the validated obstacle-awareness checkpoint (PR #25) and exposes the already-proven world-worker movement behaviours through the WORLD management screen.

Changes

  • adds HP_WorldActionUI.lua as a thin UI adapter over validated Alpha4 movement APIs
  • adds COME HERE to the WORLD action bar
  • adds dynamic FOLLOW / UNFOLLOW to the WORLD action bar
  • shows live movement state in the existing WORLD STATUS column, including FOLLOWING, FOLLOW / WAITING, FOLLOW / BLOCKED, COME HERE and other active motion states
  • disables movement buttons when the selected worker has no saved world placement
  • COME HERE cleanly cancels continuous FOLLOW for that worker before issuing the one-shot navigation request
  • movement remains independent per canonical A-T worker, allowing multiple workers to be placed/following simultaneously

Scope

This PR does not change locomotion, obstacle sensing, collision behaviour, persistence, or the known-good PR #25 controllers. It only exposes existing movement APIs in the management UI and makes their state visible.

Test focus

  1. Confirm [WorldWorkerUI] Loaded 2.2.0.0-alpha5-world-actions-ui-1 appears without Lua errors.
  2. Open RCTRL+; -> WORLD and confirm the action bar contains CLOSE, PLACE/MOVE HERE, COME HERE, FOLLOW, FACE ME, REMOVE.
  3. Select a placed worker and click COME HERE; worker should walk to the normal stand-off and WORLD STATUS should show COMING HERE while moving.
  4. Click FOLLOW; button should change to UNFOLLOW and WORLD STATUS should reflect follow state.
  5. Click UNFOLLOW; movement should stop cleanly and the button should return to FOLLOW.
  6. Place two workers (for example A and K), enable FOLLOW independently on both, and verify both movement states remain independent without Lua errors or one worker cancelling the other.
  7. Verify PR Add world-worker obstacle awareness #25 obstacle stop/hold behaviour still works when FOLLOW is initiated from the UI.

Future target architecture

Vehicle destinations are intentionally not implemented here, but this UI/action phase is being kept separate from locomotion so later target types can resolve to world destinations/entry transforms without replacing the movement controller.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant