Complete city production queue implementation

This commit is contained in:
bart
2026-11-08 22:30:13 +01:00
parent 4eda595861
commit 980e777199
14 changed files with 222 additions and 20 deletions
+1
View File
@@ -14,6 +14,7 @@ tile_culture_cost: 10000
food_to_inhabitants_ratio: 1.0
default_unit_labor_cost: 1000
unit_labor_cost_multiplier: 20
max_production_queue_size: 6
# Base yield breakdown per resource (default 500 per tick)
base_yields:
+3
View File
@@ -12,6 +12,7 @@ types:
color: "#c49a62"
border_color: "#6b4b23"
width: 3.5
world_width: 0.11
cost: 5
stone:
id: "stone"
@@ -20,6 +21,7 @@ types:
color: "#9aa1a8"
border_color: "#464b50"
width: 4.0
world_width: 0.13
cost: 15
rail:
id: "rail"
@@ -28,4 +30,5 @@ types:
color: "#3a3c40"
border_color: "#181a1c"
width: 4.5
world_width: 0.15
cost: 30
+20 -5
View File
@@ -102,7 +102,7 @@ ui:
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)"
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)"
@@ -110,6 +110,11 @@ ui:
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!"
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)"
improvement:
farm: "Farm"
@@ -126,25 +131,35 @@ ui:
national_info: "National: Culture: %L1 | Science: %L2 | Gold: %L3 | Faith: %L4"
help_text: "Click a slot to assign/free Pop | Hold a slot to choose resource | Buy tile with Culture."
current_production: "CURRENT PRODUCTION"
production_panel_title: "CITY PRODUCTION"
no_project: "No active project"
select_prompt: "Select a unit or building to construct"
select_prompt: "Select an item below to construct"
ticks_remaining: "%1 ticks remaining (%2 / %3 Labor)"
cancel_btn: "Cancel"
queue_header: "QUEUE (%1 / %2)"
queue_empty: "Queue is empty"
districts_header: "DISTRICT: CITY CENTER"
no_buildings: "No extensions built yet"
choose_project: "CHOOSE CITY PROJECT"
tab_buildings: "Buildings & Extensions"
choose_project: "AVAILABLE PROJECTS"
tab_buildings: "Buildings"
tab_units: "Units"
btn_build: "Build"
btn_train: "Train"
btn_queue: "+ Queue"
status_built: "BUILT"
status_in_progress: "ACTIVE"
status_queued: "QUEUED #%1"
status_full: "FULL"
queue_full_float: "Production queue is full! (Max %1)"
labor_cost_label: "%1 Labor (%2 ticks)"
unit_trained: "%1: %2 trained!"
building_completed: "%1: %2 completed in %3!"
project_started: "%1: Started %2"
project_cancelled: "%1: Project cancelled"
project_queued: "%1: Added %2 to queue (#%3)"
project_cancelled: "%1: Cancelled %2"
queued_item_removed: "%1: Removed %2 from queue"
already_built: "%1 already built in this city!"
already_queued: "%1 is already in the production queue!"
growth_float: "+%1 Inhabitants | +%2 Culture"
not_enough_culture: "Not enough Culture! (%1 needed)"
worker_freed: "Pop worker freed"