void RTSSelectedUnitsCommand::addBuild(const TypeUnite *type, int count)
{
    if (m_availableBuilds.find(type) != m_availableBuilds.end())
    {
        EngineMessage message(nullptr);
        message.message = mf::EngineMessageType::BUILD;
        message.ints[mf::EngineMessageKey::OBJECT_TYPE] = type->id();
        message.ints[mf::EngineMessageKey::COUNT] = count;
        message.ints[mf::EngineMessageKey::TEAM_ID] = m_rtsState->game()->getCurrentJoueur()->equipe()->id();
        ClientNetworkEngine *network = m_rtsState->game()->clientNetwork();
        for (WorldObject * object : m_selection)
        {
            Unite *unite = dynamic_cast<Unite*>(object);
            message.ints[mf::EngineMessageKey::BUILDER] = unite->id();
            network->sendToServerTcp(message);
        }
    }
}