| 137 | } |
| 138 | |
| 139 | void Room::handleCreatureUsingAbsorbedRoom(Creature& creature) |
| 140 | { |
| 141 | // If the job room is absorbed, we force the creatures working in the old rooms to search |
| 142 | // a job. If there is space in the new one, they will use it. If not, they |
| 143 | // will do something else |
| 144 | creature.clearDestinations(EntityAnimation::idle_anim, true, true); |
| 145 | creature.clearActionQueue(); |
| 146 | creature.pushAction(Utils::make_unique<CreatureActionSearchJob>(creature, true)); |
| 147 | } |
| 148 | |
| 149 | void Room::reorderRoomTiles(std::vector<Tile*>& tiles) |
| 150 | { |
nothing calls this directly
no test coverage detected