From 0a512e05c341f08ce3e3247d86ec374f987e3c03 Mon Sep 17 00:00:00 2001 From: jp-x-g Date: Mon, 18 Mar 2024 06:30:18 -0700 Subject: [PATCH] Make a "unitCommandPosition" event so that unit commands issued to non-attack coordinates can still be listened for (#9650) * Update InputHandler.java Make commandTap fire a Trigger.unitCommandPosition (in the event that it doesn't fire a Trigger.unitCommandAttack) * Update EventType.java Add "unitCommandPosition" to Trigger, for when selected units are commanded to move to a position (without that position being an attack). --- core/src/mindustry/game/EventType.java | 1 + core/src/mindustry/input/InputHandler.java | 2 ++ 2 files changed, 3 insertions(+) diff --git a/core/src/mindustry/game/EventType.java b/core/src/mindustry/game/EventType.java index e7118db61c..39333fdf96 100644 --- a/core/src/mindustry/game/EventType.java +++ b/core/src/mindustry/game/EventType.java @@ -39,6 +39,7 @@ public class EventType{ socketConfigChanged, update, unitCommandChange, + unitCommandPosition, unitCommandAttack, importMod, draw, diff --git a/core/src/mindustry/input/InputHandler.java b/core/src/mindustry/input/InputHandler.java index a3e65423dd..40e568f99a 100644 --- a/core/src/mindustry/input/InputHandler.java +++ b/core/src/mindustry/input/InputHandler.java @@ -1012,6 +1012,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{ if(attack != null){ Events.fire(Trigger.unitCommandAttack); + }else{ + Events.fire(Trigger.unitCommandPosition); } int maxChunkSize = 200;