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Feature command queue after morph commands #257

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@pavanvo pavanvo commented Aug 27, 2022

This PR kinda improved command priority system, more intuitive, without any restrictions

@pavanvo pavanvo marked this pull request as ready for review September 5, 2022 21:09
Banestorm and others added 11 commits September 6, 2022 02:11
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
@pavanvo pavanvo changed the title Feat/command priority Feature command queue after morph commands Sep 5, 2022
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pavanvo commented Oct 12, 2022

I think we need to, update abilities UI on position invalid and another cast blocking staff like stuns

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Queueing commands after a morphing command cancels the morphing.
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