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Unit Actions #87

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reubene opened this issue Dec 15, 2023 · 4 comments
Open

Unit Actions #87

reubene opened this issue Dec 15, 2023 · 4 comments

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@reubene
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reubene commented Dec 15, 2023

The Eto version had most unit actions working, it probably wouldn't be to complex to migrate that code over

@axx0
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axx0 commented Dec 16, 2023

You mean unit orders like build city, fortify, etc.? There's a class for each order in Eto. Do we migrate these orders to MovingPieces class like you did with sleep or some other way?

@reubene
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reubene commented Dec 16, 2023

The class for each order a definitely needed, they contain a lot of logic as to what orders can be given to the current unit. Ver useful for drawing the orders menu. Not 100% sure the best way to connect them to the moving peices view is. What's there currently is just a stopgap to get things working, except for the direction keys.

Some of the stuff in the orders classes might need to be duplicated in the engine not sure on that either.

@axx0
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axx0 commented Dec 17, 2023

I moved orders from Eto. Didn't really know where to put it in Raylib so I made a folder in GameMode.
I also renamed Order class in engine to avoid any naming conflicts.
There's a bunch of commented code in those order classes, mainly related to popups.
Also I added a MenuCommand class to Controls folder (that was the Commands class in Eto). This is for the menubar stuff.

@reubene
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reubene commented Dec 19, 2023

Thanks, I'll take a look and see if I can wire it together with the menu bar in the next week or so. I won't be able to do as much as I have been as my summer holidays have just ended so this might take a bit longer.

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