Implement unit action queueing and busy state validation
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@@ -91,6 +91,7 @@ public:
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void commandBuildCitySelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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void commandBuildFarmSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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void completeUnitBuilding(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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void processUnitActionQueue(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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const std::map<std::pair<int, int>, TileImprovement>& getTileImprovements() const { return m_tileImprovements; }
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const TileImprovement* getImprovementAt(int tx, int ty) const;
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@@ -103,6 +104,10 @@ public:
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float getSimSpeed() const { return m_simSpeedMultiplier; }
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void setSimSpeed(float s) { m_simSpeedMultiplier = std::max(0.2f, std::min(10.0f, s)); }
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int getMaxActionQueueSize() const { return m_maxActionQueueSize; }
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bool isActionQueueingAllowed() const { return m_allowActionQueueing; }
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bool isAutoQueueMoveWhenBusy() const { return m_autoQueueMoveWhenBusy; }
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void addFloatingText(const QString &text, const QVector3D &worldPos, const QColor &color, float duration = 1.8f);
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int getNextUnitId() { return ++m_nextUnitId; }
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@@ -131,6 +136,10 @@ private:
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float m_tickTimer;
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float m_simSpeedMultiplier; // 1.0x, 2.0x, etc.
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int m_maxActionQueueSize;
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bool m_autoQueueMoveWhenBusy;
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bool m_allowActionQueueing;
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int m_nextUnitId;
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int m_nextCityId;
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bool m_initialized;
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