Implement target-tile selection and Shift-queueing for all unit actions
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+13
-3
@@ -119,12 +119,22 @@ public:
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void removeQueuedCityProject(int cityId, int queueIndex);
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void completeCityProject(City &city, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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void commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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void commandAttack(Unit *target);
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void getPlannedOriginTile(const Unit &unit, bool appendWithShift, int &outX, int &outY) const;
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bool scheduleOrStartUnitAction(Unit &unit, const UnitAction &action, bool appendWithShift,
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Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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bool startUnitAction(Unit &unit, const UnitAction &action,
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Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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void continueCurrentUnitAction(Unit &unit, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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bool commandMoveSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05, bool appendWithShift = false);
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bool commandAttack(Unit *target, Matrix2D<TerrainPoint> *mapPoints = nullptr, int numPoints05 = 0, bool appendWithShift = false);
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bool commandBuildCityAtTileSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05, bool appendWithShift = false);
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bool commandBuildFarmAtTileSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05, bool appendWithShift = false);
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bool commandBuildRoadToTileSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05, bool appendWithShift = false);
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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 commandBuildRoadSelected(Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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void commandBuildRoadToTileSelected(int targetX, int targetY, Matrix2D<TerrainPoint> *mapPoints, int numPoints05);
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void advanceRoadRoute(Unit &unit, 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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