Implement target-tile selection and Shift-queueing for all unit actions

This commit is contained in:
2026-11-09 22:13:49 +01:00
parent 882c83ba13
commit 8eda9a2532
8 changed files with 1157 additions and 693 deletions
+1 -1
View File
@@ -2,7 +2,7 @@ movement_tick_duration: 30.0
# Action queue configuration
action_queue:
max_size: 5
max_size: 15
auto_queue_move_when_busy: true
allow_action_queueing: true
+37 -21
View File
@@ -49,25 +49,30 @@ ui:
queue_cleared: "Queued actions cancelled"
queue_full: "Action queue full!"
action_queued: "Action queued: %1"
action_queued_count: "%1 added to queue (#%2)"
action_scheduled_after_current: "%1 scheduled after current action"
action_cancelled: "%1 cancelled"
farm_queued: "Build Farm queued on arrival"
farm_queued: "Build Farm queued"
farm_started: "Constructing Farm..."
farm_completed: "Farm completed!"
farm_completed_consumed: "Farm completed! (Builder consumed)"
farm_completed_charges: "Farm completed! (%1 %2 remaining)"
road_queued: "Build Road queued on arrival"
moving_to_build_farm: "Moving to build Farm at (%1, %2)..."
moving_to_build_city: "Moving to found City at (%1, %2)..."
moving_to_attack: "Moving into attack range..."
road_queued: "Build Road queued"
road_started: "Constructing %1... (%2 ticks)"
road_completed: "%1 completed!"
road_already_here: "Tile already has a road!"
cannot_build_road_water: "Roads cannot be built on water!"
city_queued: "Found City queued on arrival"
city_queued: "Found City queued"
city_founded: "%1 founded!"
already_building: "Already busy building!"
busy: "Unit is busy!"
cannot_act_busy: "Unit cannot perform action while busy!"
tile_occupied: "Tile already has an improvement!"
cannot_build_here: "Cannot build here! Allowed on: %1"
cannot_build_destination: "Cannot build on destination terrain! Allowed on: %1"
cannot_build_destination: "Cannot build on target terrain! Allowed on: %1"
no_build_charges: "No build charges remaining!"
charge_singular: "charge"
charge_plural: "charges"
@@ -76,6 +81,7 @@ ui:
no_path: "No reachable path!"
tile_purchased: "Tile purchased! (-%1 Culture)"
out_of_range: "Out of range!"
no_enemy_on_tile: "Select a tile with an enemy unit!"
defeated: "Defeated!"
city_already_here: "A city already exists here!"
unsuitable_terrain: "Unsuitable terrain!"
@@ -86,35 +92,45 @@ ui:
combat_format: "Attack: %1 | Range: %2 hex"
building_pct: "Building... %1%"
charges_format: "Charges: %1"
status_queued: "Queued: %1"
status_queued: "Queue (%1): %2"
btn_move: "Move [M]"
btn_attack: "Attack [A]"
btn_build_city: "Settle [B]"
btn_build_farm: "Farm [F]"
btn_farm_queued: "Farm (Queued)"
btn_farm_queued: "Farm [F]"
btn_farm_building: "Building %1%"
btn_build_road: "Road [R]"
btn_road_queued: "Road (Queued)"
btn_road_queued: "Road [R]"
btn_road_building: "Building %1%"
tip_move: "Move (M)"
tip_attack: "Attack (A) [Range: %1]"
tip_build_city: "Found City (B)"
tip_build_farm: "Build Farm (F)"
tip_farm_building: "Busy building... %1%"
tip_farm_queued: "Build Farm (Queued on arrival - click to cancel)"
tip_build_road: "Build Road (R) - Click target tile to build route"
tip_road_building: "Busy building road... %1%"
tip_road_queued: "Build Road (Queued on arrival - click to cancel)"
road_started: "Constructing %1... (%2 ticks)"
road_completed: "%1 completed!"
road_queued: "Build Road queued on arrival"
road_already_here: "Tile already has a road!"
cannot_build_road_water: "Roads cannot be built on water!"
tip_move: "Move (M) - Click target tile (Shift+Click to queue)"
tip_attack: "Attack (A) [Range: %1] - Click enemy (Shift+Click to queue)"
tip_build_city: "Found City (B) - Click target tile (Shift+Click to queue)"
tip_build_farm: "Build Farm (F) - Click target tile (Shift+Click to queue)"
tip_farm_building: "Busy building... %1% (Click to plan next target)"
tip_farm_queued: "Build Farm (Queued - Click to plan target)"
tip_build_road: "Build Road (R) - Click target tile (Shift+Click to queue)"
tip_road_building: "Busy building road... %1% (Click to plan next target)"
tip_road_queued: "Build Road (Queued - Click to plan target)"
road_route_started: "Building road route to (%1, %2)..."
road_route_completed: "Road route completed!"
road_route_cancelled: "Road route cancelled"
status_road_route: "Road Route: %1/%2"
btn_road_route: "Route (%1/%2)"
preview_move: "Move (%1 hexes)"
preview_farm: "Build Farm"
preview_farm_move: "Build Farm (%1 hexes)"
preview_city: "Found City"
preview_city_move: "Found City (%1 hexes)"
preview_road: "Road Route (%1 hexes)"
preview_road_here: "Build Road"
preview_attack: "Attack"
preview_attack_move: "Attack (%1 hexes)"
preview_queue_prefix: "+Queue: %1"
queue_badge_move: "#%1 Move"
queue_badge_farm: "#%1 Farm"
queue_badge_city: "#%1 Settle"
queue_badge_road: "#%1 Road"
queue_badge_attack: "#%1 Attack"
improvement:
farm: "Farm"