Building units now uses orders 😃

This commit is contained in:
2021-01-01 14:25:44 -06:00
parent 74458dbfd0
commit 5f301337b4
35 changed files with 171 additions and 100 deletions

View File

@@ -30,11 +30,10 @@ class IMICRTS
end
def update
# TODO: ensure that construction worker is alive
cancel_tool if @construction_worker.die?
cancel_tool unless @construction_worker.player.entity(@construction_worker.id)
vector = vector_to_grid(@game.window.mouse)
if tile = @director.map.tile_at(vector.x, vector.y)
if (tile = @director.map.tile_at(vector.x, vector.y))
position = tile.position.clone
@preview.position = position + @director.map.tile_size / 2
@preview.position.z = ZOrder::OVERLAY
@@ -58,7 +57,7 @@ class IMICRTS
# position: CyberarmEngine::Vector.new(position.x, position.y, ZOrder::BUILDING)
# )
@director.schedule_order(Order::BUILD_ORDER, @player.id, vector, @entity)
@director.schedule_order(Order::CONSTRUCT, @player.id, vector, @entity)
# each_tile(vector) do |tile, space_required|
# if space_required == true