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| # ๐ฎ Red Alert Complete Gameplay Implementation | |
| ## Systems to Fix | |
| ### 1. โ Resource/Economy System (CRITICAL) | |
| **Problem:** Credits don't decrease when building/producing | |
| **Red Alert Behavior:** | |
| - Infantry: 100 credits | |
| - Tank: 500 credits | |
| - Harvester: 200 credits | |
| - Barracks: 500 credits | |
| - War Factory: 1000 credits | |
| - Refinery: 600 credits | |
| ### 2. โ Harvester AI (CRITICAL) | |
| **Problem:** Harvesters don't collect resources | |
| **Red Alert Behavior:** | |
| - Find nearest ore/gem automatically | |
| - Move to ore patch | |
| - Harvest (fill cargo) | |
| - Return to Refinery/HQ when full | |
| - Deposit credits | |
| - Repeat cycle | |
| ### 3. โ Unit AI (Player & Enemy) | |
| **Problem:** Units don't auto-attack nearby enemies | |
| **Red Alert Behavior:** | |
| - Auto-acquire targets when idle | |
| - Pursue and attack enemies in range | |
| - Infantry/Tanks patrol and engage | |
| - Enemy AI should attack player base | |
| ### 4. โ Auto-Defense | |
| **Problem:** Units don't defend when attacked | |
| **Red Alert Behavior:** | |
| - When attacked, retaliate immediately | |
| - Stop current order and fight back | |
| - Return to original order after threat eliminated | |
| --- | |
| ## Complete Implementation | |