Unciv/android/assets/ConstructionIcons.atlas

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ConstructionIcons.png
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BuildingIcons/Alhambra
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2021-08-31 03:30:09 +07:00
BuildingIcons/Coffee House
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2023-12-31 02:13:59 +07:00
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Connect roads automation (#10631) * Start on road connect feature. * Rough UI and tile highlighting - Highlight visible tiles for selected unit red -- Maybe change this to all explored tiles - Move action firing inside WorldMapHolder - Set begin and end tiles * Serialize Vector2 instead of Tile * Add road icon * Much better UI handling - Tile highlights go away after choosing a tile - Added restrictions to allowed tile destination choices. - Explored - Land - Passable - Added two-tap button * Refactor part of `onTileClicked` for readability * Band-aid fix null pointer error * Add RoadConnection icon * Tentatively working connect road feature * AStar search implementation * AStar connect road automation * Fix worker getting stuck in city tiles * Heuristic should be between tiles * Add heuristic to road connect, remove maxSize limit * Fix predicates * Cancel automation when worker is force moved off path * Change valid/highlighted tiles to be friendly or neutral * Put log back the way it was * Fix behavior when kicked off path * Worker no longer wastes movement points * Workers will progress multiple tiles at a time towards the next build destination. * Respect civs with certain tiles as roads * Refractor ForceAutomateRoadConnection -> AutomateRoadConnection * Connect road UI button only shows for units with UniqueType.BuildImprovements * Connect road UI button only show when road tech is unlocked * Add wagon sound * Fix destination icon, add KeyboardBinding to 'c' * UI highlight connect road path tiles orange * Downsample wagon.mp3 * Apply migration patch, idiomatic sequence processing * Add notifications on success and failure * Extract movement cost function to be reusable * Refactor road pathfinding into MapPathing.kt * Make pathing calls more general for future extendability * Add UI road connection tile path preview * Keep road path highlighting when routing to a city tile * Adjust road pathing cost function * Path includes pillaged roads * Repair pillaged roads along path * Valid road path tiles now include all passable tiles (open borders)
2023-12-07 14:15:12 +07:00
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Connect roads automation (#10631) * Start on road connect feature. * Rough UI and tile highlighting - Highlight visible tiles for selected unit red -- Maybe change this to all explored tiles - Move action firing inside WorldMapHolder - Set begin and end tiles * Serialize Vector2 instead of Tile * Add road icon * Much better UI handling - Tile highlights go away after choosing a tile - Added restrictions to allowed tile destination choices. - Explored - Land - Passable - Added two-tap button * Refactor part of `onTileClicked` for readability * Band-aid fix null pointer error * Add RoadConnection icon * Tentatively working connect road feature * AStar search implementation * AStar connect road automation * Fix worker getting stuck in city tiles * Heuristic should be between tiles * Add heuristic to road connect, remove maxSize limit * Fix predicates * Cancel automation when worker is force moved off path * Change valid/highlighted tiles to be friendly or neutral * Put log back the way it was * Fix behavior when kicked off path * Worker no longer wastes movement points * Workers will progress multiple tiles at a time towards the next build destination. * Respect civs with certain tiles as roads * Refractor ForceAutomateRoadConnection -> AutomateRoadConnection * Connect road UI button only shows for units with UniqueType.BuildImprovements * Connect road UI button only show when road tech is unlocked * Add wagon sound * Fix destination icon, add KeyboardBinding to 'c' * UI highlight connect road path tiles orange * Downsample wagon.mp3 * Apply migration patch, idiomatic sequence processing * Add notifications on success and failure * Extract movement cost function to be reusable * Refactor road pathfinding into MapPathing.kt * Make pathing calls more general for future extendability * Add UI road connection tile path preview * Keep road path highlighting when routing to a city tile * Adjust road pathing cost function * Path includes pillaged roads * Repair pillaged roads along path * Valid road path tiles now include all passable tiles (open borders)
2023-12-07 14:15:12 +07:00
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2023-01-15 02:27:11 +07:00
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2021-08-31 03:30:09 +07:00
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