From 2ae6470fc48eb44cffe1bd5ce4f47707c9e1e366 Mon Sep 17 00:00:00 2001 From: James Date: Fri, 13 Jan 2023 16:54:03 -0600 Subject: [PATCH] Add detailed message and shortcut options to the client (game) manual (cherry picked from commit 0e58644111aefd7350c9e70d808dd2c54efc208e) --- docs/Manuals/Game/message-options.rst | 968 +++++++++++++++++++++++++ docs/Manuals/Game/shortcut-options.rst | 373 ++++++++++ 2 files changed, 1341 insertions(+) create mode 100644 docs/Manuals/Game/message-options.rst create mode 100644 docs/Manuals/Game/shortcut-options.rst diff --git a/docs/Manuals/Game/message-options.rst b/docs/Manuals/Game/message-options.rst new file mode 100644 index 0000000000..a5b00da3c9 --- /dev/null +++ b/docs/Manuals/Game/message-options.rst @@ -0,0 +1,968 @@ +.. SPDX-License-Identifier: GPL-3.0-or-later +.. SPDX-FileCopyrightText: 2023 James Robertson + +.. Custom Interpretive Text Roles for longturn.net/Freeciv21 +.. role:: unit +.. role:: improvement +.. role:: wonder + +Client Message Options +********************** + +As discussed in the :ref:`Message Options ` section of the game manual, there are a +large collection of message output options available. This page lists them in detail. Here is a sample of the +top of the message options dialog. + +.. _Message Options Dialog2: +.. figure:: /_static/images/gui-elements/message-options.png + :scale: 65% + :align: center + :alt: Freeciv21 Message Options dialog + :figclass: align-center + + Message Options Dialog + + +.. note:: + Messages are essentially a visual response to an event that occur during a turn or turn change in a game. + +The column headings do the following: + +* :strong:`Out` -- The event message will be placed into the :guilabel:`Server Chat/Command Line` widget on + the main map. +* :strong:`Mes` -- The event message will be placed into the :guilabel:`Messages` widget as described in + :ref:`Messages `. +* :strong:`Pop` -- The event message will be displayed in a pop-up message box. + +The following is a detailed view of all of the message options available in Freeciv21. Each entry provides +a short description of the message, the default setting and the name of the event. + +AI Debug messages + This event outputs AI calculations and other messages related to the in-game AI (e.g. the computer running + one or more nations in a game). + + * Default: Off/None + * Event Name: ``E_AI_DEBUG`` + +Broadcast Report + This event outputs a historian report at given turn intervals. Historian reports are often a widget on the + main map, however there is an associated message generated at the same time. + + * Default: Mes + * Event Name: ``E_BROADCAST_REPORT`` + +Caravan actions + This event outputs information on an action a :unit:`Caravan` has taken. Examples include establishing a + trade route or helping to build a wonder. + + * Default: Mes + * Event Name: ``E_CARAVAN_ACTION`` + +Chat error messages + This event is associated with any kind of error message related to commands entered in the + :guilabel:`Server Chat/Command Line` widget on the main map. + + * Default: Out + * Event Name: ``E_CHAT_ERROR`` + +Chat messages + This is simply chat messages between the public (all players on a server) and allies (all players on the + same team or allied together). + + * Default: Out + * Event Name: ``E_CHAT_MSG`` + +City: Building Unavailable Item + You will receive this message if you attempt to build something in a city, but cannot build it for some + reason. There are a number of reasons when this event can come up. Some examples are: you added future + targets to your city worklist, but do not have the technology available to build the item; you already have + the building in your city and accidentally asked the city to build it again; you already have a unique unit + built and you ask the city to build another one. + + * Default: Mes + * Event Name: ``E_CITY_CANTBUILD`` + +City: Captured/Destroyed + The city named in the message has either been captured by your enemy or has been utterly destroyed and + turned into ruins. + + * Default: Mes + * Event Name: ``E_CITY_LOST`` + +City: Celebrating + The named city's citizens are so happy that they are celebrating in your honor! Some tilesets show a + fireworks effect over the city when this event occurs to help you identify the city. + + * Default: Mes + * Event Name: ``E_CITY_LOVE`` + +City: City Map Changed + The working radius of the named city has changed. This can happen when certain city improvements are + constructed in the city or with a certain technology being researched, which are often ruleset dependent. + + * Default: Mes + * Event Name: ``E_CITY_RADIUS_SQ`` + +City: Civil Disorder + The citizens of the named city are so angry that the city is in disorder. Most tilesets show a raised fist + icon over the city when this event occurs to help you identify the city. + + * Default: Mes + * Event Name: ``E_CITY_DISORDER`` + +City: Disaster + The named city has experienced some kind of disaster. Some examples include: a fire has destroyed a city + improvement; a flood has destroyed all food saved in the city's granary; an explosion in a + :improvement:`Factory` has caused some damage. + + * Default: Mes + * Event Name: ``E_DISASTER`` + +City: Famine + The named city has experienced famine. Famine occurs when the city is producing less food than is required + to maintain (feed) the citizens within the city and the granary is empty. When this event occurs, the city + will be reduced in size by one. + + * Default: Mes + * Event Name: ``E_CITY_FAMINE`` + +City: Famine Feared + Very similar to the message item above. If a city is close to experiencing famine, this message will alert + you to the impending event. You will have time to act on the named city to prevent famine if possible when + you see this message. + + * Default: Mes + * Event Name: ``E_CITY_FAMINE_FEARED`` + +City: Growth + The named city has grown! This event occurs when the accumulated food in the city's granary has met or + exceeded the amount needed for the next food box size. You can see this information in the + :ref:`City Dialog ` box on the general tab. Look for the granary stats and the + food surplus. + + * Default: Mes + * Event Name: ``E_CITY_GROWTH`` + +City: Has Plague + The named city has experienced a plague. A plague can cause population loss or prevent the city from growing + to the next size. Some rulesets allow for city improvements that can reduce the chance of plague in a city. + + * Default: Mes + * Event Name: ``E_CITY_PLAGUE`` + +City: May Soon Grow + The named city is close to filling its granary and will grow to the next size. + + * Default: Off/None + * Event Name: ``E_CITY_MAY_SOON_GROW`` + +City: Needs Aqueduct + The named city is trying to grow, but cannot due to the lack of an :improvement:`Aqueduct`. + + * Default: Mes + * Event Name: ``E_CITY_AQUEDUCT`` + +City: Needs Aqueduct Being Built + The named city will soon grow and needs an :improvement:`Aqueduct` that is currently being produced. The + message may show many turns in advance, giving you ample time to determine if it needs to be rush bought or + can finish on its own. + + * Default: Mes + * Event Name: ``E_CITY_AQ_BUILDING`` + +City: Normal + A city that was previously in disorder is now no longer in disorder. + + * Default: Mes + * Event Name: ``E_CITY_NORMAL`` + +City: Nuked + The named city has been hit with a :unit:`Nuclear` bomb or other similar type of unit. + + * Default: Mes + * Event Name: ``E_CITY_NUKED`` + +City: Production changed + The named city has changed what is at the top of the worklist. + + * Default: Off/None + * Event Name: ``E_CITY_PRODUCTION_CHANGED`` + +City: Released from citizen governor + The named city was previously under control of the :doc:`/Playing/cma` and can no longer fulfill the + requirements. + + * Default: Mes + * Event Name: ``E_CITY_CMA_RELEASE`` + +City: Suggest Growth Throttling + The named city is producing a :improvement:`Granary` and may grow before the improvement is complete. You + will want to ensure that the :improvement:`Granary` is completed before the turn when the city will grow, or + you will lose the benefits of the improvement for one city growth cycle. + + * Default: Mes + * Event Name: ``E_CITY_GRAN_THROTTLE`` + +City: Transfer + The named city has been transferred as part of a diplomatic agreement. + + * Default: Mes + * Event Name: ``E_CITY_TRANSFER`` + +City: Was Built + The named city has been founded by :unit:`Settlers`. + + * Default: Off/None + * Event Name: ``E_CITY_BUILD`` + +City: Worklist Events + The named city has had some kind of worklist change. This often occurs when you change the type of item + being produced such as going from an improvement to a unit. + + * Default: Off/None + * Event Name: ``E_WORKLIST`` + +Connect/disconnect messages + Outputs when users connect and disconnect from a game server. These are often seen on Longturn multiplayer + games. + + * Default: Out + * Event Name: ``E_CONNECTION`` + +Deprecated Modpack syntax warnings + An installed Modpack has improper syntax. + + * Default: Mes and Pop + * Event Name: ``E_DEPRECATION_WARNING`` + +Diplomat Action: Bribe + Your :unit:`Diplomat` or :unit:`Spy` was successful in bribing an enemy unit. + + * Default: Mes + * Event Name: ``E_MY_DIPLOMAT_BRIBE`` + +Diplomat Action: Caused Incident + Your :unit:`Diplomat` or :unit:`Spy` was successful in causing an incident in a targeted city. + + * Default: Mes + * Event Name: ``E_DIPLOMATIC_INCIDENT`` + +Diplomat Action: Embassy + Your :unit:`Diplomat` or :unit:`Spy` was successful in establishing an embassy with another nation. + + * Default: Mes + * Event Name: ``E_MY_DIPLOMAT_EMBASSY`` + +Diplomat Action: Escape + Your :unit:`Diplomat` or :unit:`Spy` was successful in escaping detection from the enemy nation. + + * Default: Mes + * Event Name: ``E_MY_DIPLOMAT_ESCAPE`` + +Diplomat Action: Failed + Your :unit:`Diplomat` or :unit:`Spy` was unsuccessful in the named action taken. + + * Default: Mes + * Event Name: ``E_MY_DIPLOMAT_FAILED`` + +Diplomat Action: Gold Theft + Your :unit:`Spy` was successful in stealing gold from a targeted city. + + * Default: Mes + * Event Name: ``E_MY_SPY_STEAL_GOLD`` + +Diplomat Action: Incite + Your :unit:`Diplomat` or :unit:`Spy` was successful in inciting a targeted city to revolt. + + * Default: Mes + * Event Name: ``E_MY_DIPLOMAT_INCITE`` + +Diplomat Action: Map Theft + Your :unit:`Spy` was successful in stealing maps from an enemy nation. + + * Default: Mes + * Event Name: ``E_MY_SPY_STEAL_MAP`` + +Diplomat Action: Poison + Your :unit:`Diplomat` or :unit:`Spy` was successful in poisoning the citizens of a targeted city. + + * Default: Mes + * Event Name: ``E_MY_DIPLOMAT_POISON`` + +Diplomat Action: Sabotage + Your :unit:`Diplomat` or :unit:`Spy` was successful in sabotaging the production of a targeted city. + + * Default: Mes + * Event Name: ``E_MY_DIPLOMAT_SABOTAGE`` + +Diplomat Action: Suitcase Nuke + Your :unit:`Spy` was successful in deploying a suitcase tactical :unit:`Nuclear` device in a targeted city. + + * Default: Mes + * Event Name: ``E_MY_SPY_NUKE`` + +Diplomat Action: Theft + Your :unit:`Diplomat` or :unit:`Spy` was successful in stealing a technology advance from an enemy nation. + + * Default: Mes + * Event Name: ``E_MY_DIPLOMAT_THEFT`` + +Diplomatic Message + This message appears when some kind diplomatic event has occurred. Examples include: accepting or canceling + a diplomatic meeting; in-game allied AI asks for assistance; in-game AI threatens to kill you. + + * Default: Mes + * Event Name: ``E_DIPLOMACY`` + +Enemy Diplomat: Bribe + An enemy's :unit:`Diplomat` or :unit:`Spy` was successful in bribing one of your units. + + * Default: Mes + * Event Name: ``E_ENEMY_DIPLOMAT_BRIBE`` + +Enemy Diplomat : Embassy + An enemy's :unit:`Diplomat` or :unit:`Spy` was successful in establishing an embassy with your nation. + + * Default: Mes + * Event Name: ``E_ENEMY_DIPLOMAT_EMBASSY`` + +Enemy Diplomat: Failed + An enemy's :unit:`Diplomat` or :unit:`Spy` was unsuccessful in the named action taken. + + * Default: Mes + * Event Name: ``E_ENEMY_DIPLOMAT_FAILED`` + +Enemy Diplomat: Gold Theft + An enemy's :unit:`Spy` was successful in stealing gold from a targeted city. + + * Default: Mes + * Event Name: ``E_ENEMY_SPY_STEAL_GOLD`` + +Enemy Diplomat: Incite + An enemy's :unit:`Diplomat` or :unit:`Spy` was successful in inciting a targeted city to revolt. + + * Default: Mes + * Event Name: ``E_ENEMY_DIPLOMAT_INCITE`` + +Enemy Diplomat: Map Theft + An enemy's :unit:`Spy` was successful in stealing your maps. + + * Default: Mes + * Event Name: ``E_ENEMY_SPY_STEAL_MAP`` + +Enemy Diplomat: Poison + An enemy's :unit:`Diplomat` or :unit:`Spy` was successful in poisoning the citizens of a targeted city. + + * Default: Mes + * Event Name: ``E_ENEMY_DIPLOMAT_POISON`` + +Enemy Diplomat: Sabotage + An enemy's :unit:`Diplomat` or :unit:`Spy` was successful in sabotaging the production of a targeted city. + + * Default: Mes + * Event Name: ``E_ENEMY_DIPLOMAT_SABOTAGE`` + +Enemy Diplomat: Suitcase Nuke + An enemy's :unit:`Spy` was successful in deploying a suitcase tactical :unit:`Nuclear` device in a targeted + city. + + * Default: Mes + * Event Name: ``E_ENEMY_SPY_NUKE`` + +Enemy Diplomat: Theft + An enemy's :unit:`Diplomat` or :unit:`Spy` was successful in stealing a technology advance from you. + + * Default: Mes + * Event Name: ``E_ENEMY_DIPLOMAT_THEFT`` + +Error message from bad command + This message appears when any kind of incorrect command you give the game occurs. + + * Default: Mes + * Event Name: ``E_BAD_COMMAND`` + +Extra Appears or Disappears + This message appears when you use :unit:`Workers` or :unit:`Engineers` to terraform terrain that had a + special "extra" on the tile or when you terraform it back to the original terrain. + + * Default: Mes + * Event Name: ``E_SPONTANEOUS_EXTRA`` + +Game Ended + The game has ended. The final player report is shown. + + * Default: Mes + * Event Name: ``E_GAME_END`` + +Game Started + The game has started. + + * Default: Off/None + * Event Name: ``E_GAME_START`` + +Global: Eco-Disaster + Global Warming or Nuclear Winter has occurred. + + * Default: Mes + * Event Name: ``E_GLOBAL_ECO`` + +Global: Nuke Detonated + A player has detonated a :unit:`Nuclear` device on the map. Coordinates are given in the message. + + * Default: Mes + * Event Name: ``E_NUKE`` + +Help for beginners + Messages to aid new players. + + * Default: Mes + * Event Name: ``E_BEGINNER_HELP`` + +Hut: Barbarians in a Hut Roused + One of your units has entered a hut on the map and roused :unit:`Barbarians`. + + * Default: Mes + * Event Name: ``E_HUT_BARB`` + +Hut: City Founded from Hut + One of your units has entered a hut on the map and founded a city for you at that location. + + * Default: Mes + * Event Name: ``E_HUT_CITY`` + +Hut: Gold Found in Hut + One of your units has entered a hut on the map and found gold inside. The message will contain the amount of + gold found. + + * Default: Mes + * Event Name: ``E_HUT_GOLD`` + +Hut: Killed by Barbarians in a Hut + One of your units has entered a hut on the map and was killed by :unit:`Barbarians`. + + * Default: Mes + * Event Name: ``E_HUT_BARB_KILLED`` + +Hut: Mercenaries Found in Hut + One of your units has entered a hut on the map and mercenaries were found that join your nation. Mercenaries + are often the best attacking unit that you have the technology for. + + * Default: Mes + * Event Name: ``E_HUT_MERC`` + +Hut: Settler Found in Hut + One of your units has entered a hut on the map and found :unit:`Settlers` inside that can be used to build + a city at a location of your choice. + + * Default: Mes + * Event Name: ``E_HUT_SETTLER`` + +Hut: Tech Found in Hut + One of your units has entered a hut on the map and found `scrolls of wisdom` containing a technology + advance. + + * Default: Mes + * Event Name: ``E_HUT_TECH`` + +Hut: Unit Spared by Barbarians + One of your units has entered a hut on the map and was not killed by a band of :unit:`Barbarians`. + + * Default: Mes + * Event Name: ``E_HUT_BARB_CITY_NEAR`` + +Improvement: Bought + You have rush bought with gold a city improvement in the named city. + + * Default: Off/None + * Event Name: ``E_IMP_BUY`` + +Improvement: Built + The named city has completed construction of the listed city improvement. + + * Default: Mes + * Event Name: ``E_IMP_BUILD`` + +Improvement: Forced to Sell + Your national treasury did not have enough gold to maintain the upkeep of all of your city improvements at + turn change, so the game sold one or more of them. + + * Default: Mes + * Event Name: ``E_IMP_AUCTIONED`` + +Improvement: New Improvement Selected + You did not tell a city to build a specific city improvement, so the in-game `Advisor` selected one for you. + + * Default: Mes + * Event Name: ``E_IMP_AUTO`` + +Improvement: Sold + You manually sold a named city improvement. + + * Default: Off/None + * Event Name: ``E_IMP_SOLD`` + +Message from server operator + The server operator has sent a broadcast message to all players. Longturn multiplayer games will use this + feature sometimes. + + * Default: Mes and Pop + * Event Name: ``E_MESSAGE_WALL`` + +Nation Selected + You have selected (taken) a nation. This message typically comes up during Longturn multiplayer games when + you are taking control of a nation either by picking up a idle player or acting as the regent for a team + mate. In single player games, you can also take control of any of the in-game AI players as well and this + message will show at that time too. + + * Default: Out + * Event Name: ``E_NATION_SELECTED`` + +Nation: Achievements + Your nation has crossed an achievement boundary. Different rulesets have varying types of achievements + available. + + * Default: Mes + * Event Name: ``E_ACHIEVEMENT`` + +Nation: Barbarian Uprising + There has been a :unit:`Barbarian` uprising in the game. Ensure you have sufficient defensive units in your + cities as they will attack when they find you. + + * Default: Mes + * Event Name: ``E_UPRISING`` + +Nation: Civil War + Your nation has been broken apart due to Civil War. Some of your cities have broken away from your nation + and formed a new nation controlled by an in-game AI. + + * Default: Mes + * Event Name: ``E_CIVIL_WAR`` + +Nation: Collapse to Anarchy + Too many cities are in disorder and you can no longer maintain a functioning government. Your nation has + fallen into anarchy. + + * Default: Mes + * Event Name: ``E_ANARCHY`` + +Nation: First Contact + One of your units has come into contact with the first enemy nation in the game. + + * Default: Mes + * Event Name: ``E_FIRST_CONTACT`` + +Nation: Learned New Government + Your scientists have learned a new technology advance that also allows for a new form of government. A good + example is learning Republic allows you to form a new government of the same name. + + * Default: Mes + * Event Name: ``E_NEW_GOVERNMENT`` + +Nation: Low Funds + Your national treasury is low in gold. If you do not correct the issue, city improvements will be sold in + auction at turn change. + + * Default: Mes + * Event Name: ``E_LOW_ON_FUNDS`` + +Nation: Multiplier changed + Celebrating cities and other events in the game can create multipliers. This message occurs when one or more + multipliers has changed values. + + * Default: Mes + * Event Name: ``E_MULTIPLIER`` + +Nation: Pollution + The named city has pollution on a tile in its working radius. + + * Default: Mes + * Event Name: ``E_POLLUTION`` + +Nation: Revolution Ended + You started a revolution to form a new government and it is now over. The new form of government is given in + the message. + + * Default: Mes + * Event Name: ``E_REVOLT_DONE`` + +Nation: Revolution Started + You have started a revolution to form a new government and are now in anarchy. + + * Default: Mes + * Event Name: ``E_REVOLT_START`` + +Nation: Spaceship Events + One or more of your cities has constructed a :improvement:`Space Component`, :improvement:`Space Module`, or + :improvement:`Space Structural` for your spaceship. This message will also come up when you launch your + spaceship, and when the spaceship arrives at Alpha Centauri, or is destroyed along the way and does not make + it. + + * Default: Mes + * Event Name: ``E_SPACESHIP`` + +Player Destroyed + Either you or another player has completely destroyed another player in the game. The + :ref:`Nations View ` will show `R.I.P.` next to the name of the player that has + been destroyed. + + * Default: Mes + * Event Name: ``E_DESTROYED`` + +Report + You have asked for a non-modal report such as Demographics or Top Five Cities. + + * Default: Mes + * Event Name: ``E_REPORT`` + +Scenario/ruleset script message + This is a message from a ``Lua`` script inside of a scenario or a ruleset. The game tutorial uses these + extensively. + + * Default: Mes and Pop + * Event Name: ``E_SCRIPT`` + +Server Aborting + There is a very bad error occurring on the serer and it is aborting/shutting down. + + * Default: Mes and Pop + * Event Name: ``E_LOG_FATAL`` + +Server Problems + The server is experiencing some problems that are not fatal. + + * Default: Out + * Event Name: ``E_LOG_ERROR`` + +Server settings changed + The server settings have changed. The game admins of Longturn multiplayer games will sometimes have to alter + the settings after a game has started. + + * Default: Out + * Event Name: ``E_SETTING`` + +Technology: Acquired New Tech + Your nation has acquired a new named technology advance. This can be through a diplomatic agreement, or + from a Great Wonder such as the :wonder:`Great Library`. + + * Default: Mes + * Event Name: ``E_TECH_GAIN`` + +Technology: Learned New Tech + Your scientists have researched a new named technology advance for you. + + * Default: Mes + * Event Name: ``E_TECH_LEARNED`` + +Technology: Lost a Tech + Your scientists are not able to maintain enough research (bulbs) to maintain knowledge and have now + forgotten/lost a named technology advance. + + * Default: Mes + * Event Name: ``E_TECH_LOST`` + +Technology: Other Player Gained/Lost a Tech + Your embassy with another player relays a message that the player has gained or lost a named technology + advance. + + * Default: Mes + * Event Name: ``E_TECH_EMBASSY`` + +Technology: Selected new Goal + You have given your scientists a new goal to research on the technology tree. + + * Default: Mes + * Event Name: ``E_TECH_GOAL`` + +Treaty: Alliance + You have formed an alliance pact with the named player. + + * Default: Mes + * Event Name: ``E_TREATY_ALLIANCE`` + +Treaty: Broken + You have broken a named diplomatic pact with a given player. For example you break a peace treaty and go to + war. + + * Default: Mes + * Event Name: ``E_TREATY_BROKEN`` + +Treaty: Cease-fire + You have entered into a cease-fire pact with the named player. + + * Default: Mes + * Event Name: ``E_TREATY_CEASEFIRE`` + +Treaty: Embassy + You have established an embassy with the named player. This can occur via a :unit:`Diplomat` or from a + diplomatic meeting once contact has been established. + + * Default: Mes + * Event Name: ``E_TREATY_EMBASSY`` + +Treaty: Peace + You have entered into a peace pact with the named player. + + * Default: Mes + * Event Name: ``E_TREATY_PEACE`` + +Treaty: Shared Vision + You have granted shared vision with the named player. + + * Default: Mes + * Event Name: ``E_TREATY_SHARED_VISION`` + +Turn Bell + This event gives a message of the turn number and year when the turn changes. + + * Default: Mes + * Event Name: ``E_TURN_BELL`` + +Unit: Action Failed + A named action by a unit has failed. + + * Default: Mes + * Event Name: ``E_UNIT_ACTION_FAILED`` + +Unit: Attack Failed + You tried to attack an enemy unit and your unit has been destroyed in the process. The game will give a + detailed results message that looks like this: + + .. code-block:: rst + + Your attacking {veteran level} {unit name} [id:{number} D:{defense} + HP:{hit points}] failed against the {enemy nation} {veteran level} + {unit name} [id:{number} lost {hit points} HP, {hit points} HP + remaining]! + + + * Default: Out + * Event Name: ``E_UNIT_LOST_ATT`` + +Unit: Attack Succeeded + Your unit attacked an enemy unit and won the battle. The game will give a detailed results message that + looks like this: + + .. code-block:: rst + + Your attacking {veteran level} {unit name} [id:{number} A:{attack} + lost {hit points} HP, has {hit points} remaining] succeeded against + the {enemy nation} {veteran level} {unit name} [id:{number} + HP:{hit points remaining}]. + + + * Default: Out + * Event Name: ``E_UNIT_WIN_ATT`` + +Unit: Bought + You have rush bought with gold a unit in the named city. + + * Default: Off/None + * Event Name: ``E_UNIT_BUY`` + +Unit: Built + The named city has completed construction of the listed unit. + + * Default: Mes + * Event Name: ``E_UNIT_BUILT`` + +Unit: Built unit with population cost + The named city has completed construction of the listed unit that also cost city population. This is often + :unit:`Settlers` or :unit:`Migrants`. + + * Default: Mes + * Event Name: ``E_UNIT_BUILT_POP_COST`` + +Unit: Defender Destroyed + Your unit has been attacked by an enemy player and while acting as a defender has been destroyed in the + process. The game will give a detailed results message that looks like this: + + .. code-block:: rst + + Your {veteran level} {unit name} [id:{number} D:{defense} + HP:{hit points}] lost to an attack by the {enemy nation} + {veteran level} {unit name} [id:{number} A:{attack} lost + {hit points} HP, has {hit points} HP remaining]. + + + * Default: Mes + * Event Name: ``E_UNIT_LOST_DEF`` + +Unit: Defender Survived + Your unit has been attacked by an enemy player and while acting as a defender has survived. The game will + give a detailed results message that looks like this: + + .. code-block:: rst + + Your {veteran level} {unit name} [id:{number} D:{defense} lost + {hit points} HP, {hit points} HP remaining] survived the pathetic + attack from the {enemy nation} {veteran level} {unit name} + [id:{number} A:{attack} HP:{hit points remaining}]. + + + * Default: Mes + * Event Name: ``E_UNIT_WIN_DEF`` + +Unit: Did Expel + You have successfully expelled an enemy unit to its nation's capital city. + + * Default: Mes + * Event Name: ``E_UNIT_DID_EXPEL`` + +Unit: Lost outside battle + This message name can be a bit misleading. You can lose a unit in varying scenarios that do not involve + direct conflict. Examples include: you leave a unit inside the borders of a nation that you entered into a + peace pact with; you transfer a city to another player, which also includes any units that are supported by + that city; a unit is on a transporter unit such as a :unit:`Galleon` and the ship was sunk in an attack. + + * Default: Mes + * Event Name: ``E_UNIT_LOST_MISC`` + +Unit: Orders / goto events + This event occurs when you give units advanced orders using the :menuselection:`Unit --> Goto and...` menu + option. + + * Default: Mes + * Event Name: ``E_UNIT_ORDERS`` + +Unit: Production Upgraded + The named city is producing a unit that has been obsoleted by a technology advance. The newer unit is now + being constructed. For example: a city is building a :unit:`Phalanx`, however your nation has recently + discovered Feudalism. The city will change to producing :unit:`Pikemen` instead of :unit:`Phalanx`. + + * Default: Mes + * Event Name: ``E_UNIT_UPGRADED`` + +Unit: Promoted to Veteran + One of your units has been promoted to a higher veteran level. The message will give the veteran level. + + * Default: Mes + * Event Name: ``E_UNIT_BECAME_VET`` + +Unit: Relocated + One or more of your units has been relocated on the map. This is often caused when you use :unit:`Engineers` + loaded on a :unit:`Transport` to terraform ocean to swamp. Global Warming can also cause units to be + relocated. + + * Default: Mes + * Event Name: ``E_UNIT_RELOCATED`` + +Unit: Sentried units awaken + A unit you have sentried has observed an enemy unit in its vision radius. The message will give details on + the enemy unit that was observed. + + * Default: Mes + * Event Name: ``E_UNIT_WAKE`` + +Unit: Unit did + This message event type has not been implemented in code. + + * Default: Mes + * Event Name: ``E_UNIT_ACTION_TARGET_OTHER`` + +Unit: Unit did heal + A unit was healed, e.g. gained hit points. + + * Default: Mes + * Event Name: ``E_MY_UNIT_DID_HEAL`` + +Unit: Unit did to you + An enemy unit has taken an action against city. For example, when an enemy :unit:`Spy` sabotages production + of a city improvement. + + * Default: Mes + * Event Name: ``E_UNIT_ACTION_TARGET_HOSTILE`` + +Unit: Unit escaped + An enemy unit has escaped. + + * Default: Mes + * Event Name: ``E_UNIT_ESCAPED`` + +Unit: Unit illegal action + This message will appear when you attempt to take an action with a unit that is not possible. For example, + trying to capture a unit that is not able to be captured. + + * Default: Mes + * Event Name: ``E_UNIT_ILLEGAL_ACTION`` + +Unit: Unit was healed + One of your units has been completely healed, e.g. 100% of its hit points has been restored. + + * Default: Mes + * Event Name: ``E_MY_UNIT_WAS_HEALED`` + +Unit: Was Expelled + One of your units was expelled by an enemy nation and has been returned to your capital. + + * Default: Mes + * Event Name: ``E_UNIT_WAS_EXPELLED`` + +Unit: Your unit did + A unit of yours was able to take an action against another unit. This message is typically related to + :unit:`Diplomat` and :unit:`Spy` units. + + * Default: Mes + * Event Name: ``E_UNIT_ACTION_ACTOR_SUCCESS`` + +Unit: Your unit failed + A unit of yours was not able to take an action against another unit. This message is typically related to + :unit:`Diplomat` and :unit:`Spy` units. + + * Default: Mes + * Event Name: ``E_UNIT_ACTION_ACTOR_FAILURE`` + +Vote: New vote + The in-game voting process has been activated and you are asked to vote on a topic. + + * Default: Out + * Event Name: ``E_VOTE_NEW`` + +Vote: Vote canceled + The player who initiated the in-game voting process has canceled the vote on a topic. + + * Default: Out + * Event Name: ``E_VOTE_ABORTED`` + +Vote: Vote resolved + The in-game voting process has completed. + + * Default: Out + * Event Name: ``E_VOTE_RESOLVED`` + +Wonder: Finished + The named Great Wonder has been completed by the listed player. + + * Default: Mes + * Event Name: ``E_WONDER_BUILD`` + +Wonder: Made Obsolete + One of your named wonders (both Great and Small) has had its effect removed due to becoming obsolete. This + often occurs when a new technology advance has been discovered or another wonder is constructed. + + * Default: Mes + * Event Name: ``E_WONDER_OBSOLETE`` + +Wonder: Started + Construction of the named Great Wonder has been started by the listed player. + + * Default: Mes + * Event Name: ``E_WONDER_STARTED`` + +Wonder: Stopped + Construction of the named Great Wonder has been stopped by the listed player. + + * Default: Mes + * Event Name: ``E_WONDER_STOPPED`` + +Wonder: Will Finish Next Turn + Construction of the named Great Wonder will be finished at the end of the turn by the listed player. If you + are also building the same wonder, it will become obsolete and you cannot built it. + + * Default: Mes + * Event Name: ``E_WONDER_WILL_BE_BUILT`` + +Year Advance + This event shows a message that the year has advanced at turn change. + + * Default: Off/None + * Event Name: ``E_NEXT_YEAR`` diff --git a/docs/Manuals/Game/shortcut-options.rst b/docs/Manuals/Game/shortcut-options.rst new file mode 100644 index 0000000000..5f1ef8738a --- /dev/null +++ b/docs/Manuals/Game/shortcut-options.rst @@ -0,0 +1,373 @@ +.. SPDX-License-Identifier: GPL-3.0-or-later +.. SPDX-FileCopyrightText: 2023 James Robertson + +.. Custom Interpretive Text Roles for longturn.net/Freeciv21 +.. role:: unit +.. role:: improvement +.. role:: wonder + +Client Shortcut Options +*********************** + +As discussed in the :ref:`Shortcut Options ` section of the game manual, there are a +large collection of keyboard and mouse shortcut options available. This page lists them in detail. Here is a +sample of the top of the shortcut options dialog. + +.. _Shortcut Options Dialog2: +.. figure:: /_static/images/gui-elements/shortcut-options.png + :scale: 65% + :align: center + :alt: Freeciv21 Shortcut Options dialog + :figclass: align-center + + Shortcut Options Dialog + + +To override the default (e.g. change a shortcut setting), click your mouse cursor on the box on the right and +then type the shortcut you want to set the setting to. For example: You want to change the +:guilabel:`Scroll Map` option to the :guilabel:`PgUp` key, you would click in the box and then press the +:guilabel:`PgUp` key on your keyboard. To reset to defaults, you can click on the :guilabel:`Reset` button. +Click :guilabel:`Save` and then :guilabel:`Close` when finished. + +Here are the available shortcuts: + +Scroll Map + Scroll the map view. You can also use two-finger swipe on a trackpad if you have one (such as on a laptop) + in all four directions to scroll the map. + + Default: Right mouse button + +Center View + With a unit selected, pressing this shortcut will center the unit on the screen. Similar to the option on + the :guilabel:`View` menu. + + Default: C (not case sensitive) + +Fullscreen + Toggle fullscreen mode. Similar to the option on the :guilabel:`View` menu. + + Default: Alt+Return + +Show minimap + Toggle the display of the minimap. Similar to the option on the :guilabel:`View` menu. + + Default: Ctrl+M (not case sensitive) + +City Output + Toggle the display of the city citizen managed tile output on the main map. Similar to the option on the + :guilabel:`View` menu. + + Default: Ctrl+W (not case sensitive) + +Map Grid + Toggle the display of the map grid on the main map. Similar to the option on the :guilabel:`View` menu. + + Default: Ctrl+G (not case sensitive) + +National Borders + Toggle the display of the national borders of players on the main map. Similar to the option on the + :guilabel:`View` menu. + + Default: Ctrl+B (not case sensitive) + +Quick buy from map + Quick rush buy production without opening up the city dialog. When used, whatever is selected from the + menu will be immediately purchased from your national treasury. + + Default: Ctrl+Shift+Left mouse button + +Quick production select from map + Quick production change for a city without opening up the city dialog. When used, whatever is selected from + the menu will be immediately added to the top of the work list. + + Default: Ctrl+Left mouse button + +Select button + Select an item on the map, such as a unit or a city. + + Default: Left mouse button + +Adjust workers + Auto adjust the citizens managing tiles in a city without opening up the city dialog. This is the same as + opening a city in the city dialog and clicking on the city center tile. + + Default: Meta+Ctrl+Left mouse button (for example, Meta is the windows key for Windows keyboards) + +Append focus + When applied to units, allow you to move a unit with a goto order without having to enter the + :guilabel:`Unit` menu. + + Default: Shift+Left mouse button + +Popup tile info + Pop up a widget of information about the tile, unit(s) on the tile, and other information related to the + tile. + + Default: Middle mouse button (different OSs handle this differently and is often a press of the scroll + wheel) + +Wakeup sentries + Quickly wake up all units that are sentried. + + Default: Ctrl+Middle mouse button (different OSs handle this differently and is often a press of the scroll + wheel) + +Show link to tile + Copies a link to a tile to the :guilabel:`Server Chat/Command Line` widget on the main map. + + Default: Ctrl+Alt+Right mouse button + +Paste Production + Pastes a previously copied production item to the top of a selected city's worklist. See Copy Production + below. + + Default: Ctrl+Shift+Right mouse button + +Copy Production + Copy the item being produced in the selected city into a memory buffer. See Paste Production above. + + Default: Shift+Right mouse button + +Show/hide workers + Toggle the display of :unit:`Workers` or :unit:`Engineers` on the main map. + + Default: Alt+Shift+Right mouse button + +Units selection (for tile under mouse position) + Opens a widget to allow you to select a unit from a stack for movement. + + Default: Ctrl+Spacebar + +City Traderoutes + Toggles the display of traderoutes for your cities. Similar to the option on the :guilabel:`View` menu. + + Default: Ctrl+D (not case sensitive) + +City Production Levels + Toggles the disply of city production in the city bar. Similar to the option on the :guilabel:`View` menu. + + Default: Ctrl+P (not case sensitive) + +City Names + Toggles the display of the city name in the city bar. Similar to the option on the :guilabel:`View` menu. + + Default: Ctrl+N (not case sensitive) + +Done Moving + Tell the selected unit that you are finished with it, even if it still has move points (MPs) available. + + Default: Spacebar + +Go to/Airlift to City... + Instruct a selected unit to go to or airlift to a city. Go to can happen on any tile on the main map. + Airlift requires the unit to be inside a city that has an :improvement:`Airport`. Similar to the option on + the :guilabel:`Unit` menu. + + Default: T (not case sensitive) + +Auto Explore + Instruct a unit to have the computer control where it explores around the map. Similar to the option on the + :guilabel:`Unit` menu. + + Default: X (not case sensitive) + +Patrol + Tell a unit to patrol. When used, you will give the unit a patrol route with the mouse. Similar to the + option on the :guilabel:`Unit` menu. + + Default: Q (not case sensitive) + +Unsentry All on Tile + Unsentry all sentried units on the tile under the mouse pointer. Similar to the option on the + :guilabel:`Unit` menu. + + Default: Ctrl+Shift+D + +Do... + Instruct the unit to do some action. Be sure to have the messages widget open when using this shortcut as + there are often instructions given there. Similar to the option on the :guilabel:`Unit` menu. + + Default: D (not case sensitive) + +Upgrade + Upgrade the unit to a new type. The unit must be in one of your cities and you need to have sufficient + gold in your national treasury. Similar to the option on the :guilabel:`Unit` menu. + + Default: Ctrl+U (not case sensitive) + +Set Home City + Changes a unit's supporting home city to a new home city. The unit must be inside of the city that will + become its new supporting home city. Similar to the option on the :guilabel:`Unit` menu. + + Default: H (not case sensitive) + +Build Mine + Instruct a :unit:`Workers` or :unit:`Engineers` to build a mine on the tile. Similar to the option on the + :guilabel:`Work` menu. + + Default: M (not case sensitive) + +Plant + Instruct a :unit:`Workers` or :unit:`Engineers` to plant on the tile. Similar to the option on the + :guilabel:`Work` menu. + + Default: Shift+M + +Build Irrigation + Instruct a :unit:`Workers` or :unit:`Engineers` to build irrigation on the tile. Similar to the option on + the :guilabel:`Work` menu. + + Default: I (not case sensitive) + +Cultivate + Instruct a :unit:`Workers` or :unit:`Engineers` to cultivate on the tile. Similar to the option on the + :guilabel:`Work` menu. + + Default: Shift+I + +Build Road + Instruct a :unit:`Workers` or :unit:`Engineers` to build a road/railroad/maglev on the tile. Similar to the + option on the :guilabel:`Work` menu. + + Default: R (not case sensitive) + +Build City + Instruct a :unit:`Settlers` to build a new city on the tile. Similar to the option on the :guilabel:`Work` + menu. + + Default: B (not case sensitive) + +Sentry + Instruct a unit to sentry (keep a look out) on the tile. Similar to the option on the :guilabel:`Unit` menu. + + Default: S (not case sensitive) + +Fortify + Instruct a unit to fortify (extra defense) on the tile. Similar to the option on the :guilabel:`Unit` menu. + + Default: F (not case sensitive) + +Go to Tile + Instruct a unit to go to a selected tile with the left mouse button. + + Default: G (not case sensitive) + +Wait + Tell a unit to wait as you are not ready to give it orders yet. + + Default: W (not case sensitive) + +Transform + Instruct a :unit:`Workers` or :unit:`Engineers` to transform a tile. Similar to the option on the + :guilabel:`Work` menu. + + Default: O (not case sensitive) + +Explode Nuclear + Explode a :unit:`Nuclear` bomb on the tile where the unit is located. Assumes you have pre-moved the unit + to where you want to explode it. Similar to the option on the :guilabel:`Unit` menu. + + Default: Shift+N + +Load + Load a unit on a transporter, such as a :unit:`Transport`. Similar to the option on the :guilabel:`Unit` + menu. + + Default: L (not case sensitive) + +Unload + Unload a unit from a transporter, such as a :unit:`Transport`. Similar to the option on the :guilabel:`Unit` + menu. + + Default: U (not case sensitive) + +Quick buy current production from map + Quick rush buy the current item being produced without opening up the city dialog. When used, the item will + be immediately purchased from your national treasury. + + Default: BackButton (Different OSs handle this differently. Often there is a similar named button on your + mouse.) + +Lock/Unlock interface + Lock the placement of the widgets on the screen so they cannot be accidentally moved. Similar to the option + on the :guilabel:`View` menu. + + Default: Ctrl+Shift+L + +Auto Worker + Instruct a :unit:`Workers` or :unit:`Engineers` to allow the computer to control thier work. Similar to the + option on the :guilabel:`Work` menu. + + Default: A (not case sensitive) + +Paradrop/clean pollution + If you have a :unit:`Paratroopers` selected you can send it to a tile of your choice with the left mouse + button. Alternately, if you have a :unit:`Workers` or :unit:`Engineers` selected, you can instruct them to + clean pollution on the tile they are on. In some rulesets, :unit:`Transport` units can also remove pollution + from ocean tiles. + + Default: P (not case sensitive) + +Popup combat information + When used just before a combat round, will output the combat results into the + :guilabel:`Server Chat/Command Line` widget on the main map. + + Default: Ctrl+F1 + +Reload Theme + Quickly reloads the current theme. + + Default: Ctrl+Shift+F5 + +Reload Tileset + Quickly reloads the current tileset. + + Default: Ctrl+Shift+F6 + +Toggle city full bar visibility + Toggles the display of the city bar. + + Default: Ctrl+F (not case sensitive) + +Zoom In + Zoom in on the map. Similar to the option on the :guilabel:`View` menu. + + Default: + (plus sign) + +Zoom Out + Zoom out on the map. Similar to the option on the :guilabel:`View` menu. + + Default: - (minus sign) + +Load Lua Script + Load a pre-written Lua script and run it. + + Default: Ctrl+Shift+J + +Load last loaded Lua Script + Re-run the previously selected Lua script file. + + Default: Ctrl+Shift+K + +Reload tileset with default scale + Quickly reload the current tileset and go to the default zoom level. + + Default: Ctrl+Backspace + +Go And Build City + Instruct a :unit:`Settlers` to go to a tile and as soon as possible build a city there. Similar to the + option on the :guilabel:`Unit` menu. + + Default: Shift+B + +Go and Join City + Instruct a :unit:`Settlers` or :unit:`Migrants` to go to a selected city as as soon as possible add to the + city's population. Similar to the option on the :guilabel:`Unit` menu. + + Default: Shift+J + +Pillage + Instruct a unit to pillage infrastructure improvements on a tile. Similar to the option on the + :guilabel:`Unit` menu. + + Default: Shift+P