give the selection cards their own parts instead of label blobs
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@@ -45,9 +45,17 @@ bool recipeInputsAvailable(const Building& b, const RecipeDef& recipe)
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}
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std::map<std::string, int>
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computeShipyardRequiredMaterials(const GameConfig& config, const Building& b)
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{
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return computeShipyardRequiredMaterials(config, b.recipeId, b.shipLayout);
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}
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std::map<std::string, int>
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computeShipyardRequiredMaterials(const GameConfig& config,
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const std::string& recipeId,
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const std::optional<ShipLayoutConfig>& shipLayout)
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{
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std::map<std::string, int> requiredMaterials;
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const ShipDef* shipDef = config.ships.findShipDef(b.recipeId);
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const ShipDef* shipDef = config.ships.findShipDef(recipeId);
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if (!shipDef)
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{
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return requiredMaterials;
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@@ -56,9 +64,9 @@ computeShipyardRequiredMaterials(const GameConfig& config, const Building& b)
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{
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requiredMaterials[ing.item] += ing.amount;
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}
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if (b.shipLayout.has_value())
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if (shipLayout.has_value())
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{
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for (const PlacedModule& pm : b.shipLayout->placedModules)
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for (const PlacedModule& pm : shipLayout->placedModules)
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{
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const ModuleDef* modDef = config.modules.findModuleDef(pm.moduleId);
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if (!modDef)
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