[SUPPORT] Advanced Turn Based Tile Toolkit

I attached a picture of a simple setup I’d like to realise as a starting point, where the key aspects are as follows:

  1. The player can only interact with creatures in his current area (marked in light grey), he can see the adjacent areas he could travel to, but not what’s going on inside of them (I guess that could be realised with something like walls and doors or sth like that).
  2. Inside an area, the player has a certain line of sight (marked green) and a certain movement range (marked in teal) and he can’t see what’s going on outside his line of sight.
  3. When the player has no movement/action points left, the turn ends automatically - enemies/wildlife in the current area move around (shouldn’t take too long), then the player can start moving again (similar to the movement in Cardinal Quest 2).
  4. When the player transitions to a different area, let’s say to the one in the top right, the previous area should grey out and the one on the bottom blacked out (it’s no longer adjacent to the area the player is currently in, this might change if the player is drawing a map or has a follower who is ordered to keep track). Areas that are adjacent to the new area get revealed.
  5. When the player has recruited allies they automatically move with him, but can’t be controlled unless the player uses a specific skill and takes control of one or more allied units.
  6. While the player takes control of an allied unit, he can create a loop (e.g. patrol between point A and B), which will then be followed by this unit unless another order is given or an enemy moves into his line of sight.

I believe your toolkit would prove quite useful for realising some of these points, are there certain limitations I should be aware of?