Room construction/selling delayed effect. As we discussed with @ArchDemons we should only construct / sell one tile at the time. Actually DK II does everything in ticks, this is most visible when building / selling.
Our current API & everything supports this already. Now that we have the World as a state, it is simple to just queue the build/sell per tile. They need to be sorted like the original does, and execute one from the queue per tick (tick is a level variable & possibly game speed setting, money & validity subtracted before). First one straight up, rest queued? Per tick currently means that we could just calculate this on the update loop before #147.
This relates to #154 issue but does not overlap nor block it.
Room construction/selling delayed effect. As we discussed with @ArchDemons we should only construct / sell one tile at the time. Actually DK II does everything in ticks, this is most visible when building / selling.
Our current API & everything supports this already. Now that we have the World as a state, it is simple to just queue the build/sell per tile. They need to be sorted like the original does, and execute one from the queue per tick (tick is a level variable & possibly game speed setting, money & validity subtracted before). First one straight up, rest queued? Per tick currently means that we could just calculate this on the update loop before #147.
This relates to #154 issue but does not overlap nor block it.