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Feature command queue after morph commands #257
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This was resulting in non-intuitive and surprising behaviour when queuing commands. Removing this system results in Megaglest behaving more like other RTS games. For instance, the following are now possible and weren't previously: - Queuing multiple attack ground commands to move along a specific path attacking all enemies on the way. - Queuing attack ground followed by hold position, which is a sensible thing to do if you want a unit to guard a specific area. - Queuing a move command followed by a produce command, if you want to have your summoner summon a daemon at a specific location. The behaviour of queuing the stop command is unchanged, and commands that must be the last in the queue, such as morphing, are still properly replaced when something else is queued.
if(unitType != NULL && ct->getClass() == ccBuild)
for unit->computeCommandType
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pavanvo
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Feat/command priority
Feature command queue after morph commands
Sep 5, 2022
to NetworkCommand class to prevent collision morph with build
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I think we need to, update abilities UI on position invalid and another cast blocking staff like stuns |
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This PR kinda improved command priority system, more intuitive, without any restrictions