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); } } }