re-cover copy-settings through single-building blueprints

This commit is contained in:
2026-08-06 19:44:55 +02:00
parent 9a3b6c10d6
commit 08d8b0dd90
13 changed files with 542 additions and 65 deletions

View File

@@ -69,16 +69,9 @@ bool isPlacementValid(const FactoryState& state, const GameConfig& config,Buildi
}
std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state, const GameConfig& config,
BuildingType type, QPoint anchor, Rotation rot)
std::optional<CoincidingBuilding> findCoincidingSameTypeBuilding(const FactoryState& state,
const GameConfig& config, BuildingType type, QPoint anchor, Rotation rot)
{
// Tunnel Entries and Tunnel Exits cannot be rotated in place; re-orienting a
// tunnel requires deconstructing and re-placing it (REQ-BLD-ROTATE-IN-PLACE).
if (type == BuildingType::TunnelEntry || type == BuildingType::TunnelExit)
{
return std::nullopt;
}
const BuildingDef* def = config.buildings.findBuildingDef(type);
if (!def) { return std::nullopt; }
@@ -106,20 +99,88 @@ std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state, con
if (site.id != candidateId) { continue; }
if (site.type != type) { return std::nullopt; }
if (site.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
return candidateId;
return CoincidingBuilding{candidateId, site.rotation};
}
for (const Building& b : state.buildings)
{
if (b.id != candidateId) { continue; }
if (b.type != type) { return std::nullopt; }
if (b.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
return candidateId;
return CoincidingBuilding{candidateId, b.rotation};
}
return std::nullopt;
}
std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state, const GameConfig& config,
BuildingType type, QPoint anchor, Rotation rot)
{
// Tunnel Entries and Tunnel Exits cannot be rotated in place; re-orienting a
// tunnel requires deconstructing and re-placing it (REQ-BLD-ROTATE-IN-PLACE).
if (type == BuildingType::TunnelEntry || type == BuildingType::TunnelExit)
{
return std::nullopt;
}
const std::optional<CoincidingBuilding> target =
findCoincidingSameTypeBuilding(state, config, type, anchor, rot);
if (!target.has_value()) { return std::nullopt; }
return target->id;
}
BlueprintGhostResolved resolveBlueprintGhost(const FactoryState& state, const GameConfig& config,
BuildingType type, QPoint anchor, Rotation rotation, bool blueprintHoldsOneBuilding)
{
// Terrain and world bounds first: nothing rescues a ghost hanging off the asteroid
// (REQ-BLD-PLACE-VALID condition (a)).
if (!isPlacementValid(state, config, type, anchor, rotation))
{
return BlueprintGhostResolved{BlueprintGhostAction::Invalid, std::nullopt};
}
const std::optional<CoincidingBuilding> coinciding =
findCoincidingSameTypeBuilding(state, config, type, anchor, rotation);
if (coinciding.has_value())
{
// A single configurable building hands its settings over, whatever way the target
// faces: a transfer never rotates anything, so the target's facing does not matter
// (REQ-UI-BLUEPRINT-TRANSFER). Tested before the overlap rule, which then governs
// only what this does not claim.
if (blueprintHoldsOneBuilding && isConfigurableBuildingType(type))
{
return BlueprintGhostResolved{BlueprintGhostAction::Transfer, coinciding->id};
}
// Otherwise the building the blueprint wants must already be there in full,
// facing the same way, because nothing here may re-orient it
// (REQ-UI-BLUEPRINT-OVERLAP). Tunnels are not excluded: nothing is rotated, so
// the reason for their REQ-BLD-ROTATE-IN-PLACE exception does not arise.
if (coinciding->rotation == rotation)
{
return BlueprintGhostResolved{BlueprintGhostAction::CompatibleOverlap,
coinciding->id};
}
return BlueprintGhostResolved{BlueprintGhostAction::Invalid, std::nullopt};
}
// No coincidence: any occupancy at all is an ordinary overlap
// (REQ-BLD-PLACE-VALID condition (b)).
const BuildingDef* def = config.buildings.findBuildingDef(type);
if (!def) { return BlueprintGhostResolved{BlueprintGhostAction::Invalid, std::nullopt}; }
const ParsedSurfaceMask parsed = parseSurfaceMask(def->surfaceMask, rotation);
for (const QPoint& relativeCell : parsed.bodyCells)
{
if (isTileOccupied(state, anchor + relativeCell))
{
return BlueprintGhostResolved{BlueprintGhostAction::Invalid, std::nullopt};
}
}
return BlueprintGhostResolved{BlueprintGhostAction::PlaceNew, std::nullopt};
}
bool canPlaceBuilding(const FactoryState& state, const GameConfig& config,
BuildingType type, QPoint anchor, Rotation rotation)
{

View File

@@ -30,9 +30,27 @@ bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& con
bool isPlacementValid(const FactoryState& state, const GameConfig& config,
BuildingType type, QPoint anchor, Rotation rotation);
// An existing building or site whose footprint a ghost exactly covers.
struct CoincidingBuilding
{
BuildingId id;
Rotation rotation;
};
// The building or site whose footprint a ghost of the given type/anchor/rotation
// exactly covers: same type, same body cells, a single owner. Operational buildings
// and construction sites alike. Rotation is not part of the test -- the target's own
// facing is reported so each caller can apply its own rule to it.
std::optional<CoincidingBuilding> findCoincidingSameTypeBuilding(const FactoryState& state,
const GameConfig& config,
BuildingType type,
QPoint anchor,
Rotation rot);
// The building or site that a ghost of the given type/anchor/rotation would
// rotate in place rather than replace: same type, same body cells, one owner
// (REQ-BLD-ROTATE-IN-PLACE). Tunnels never qualify.
// (REQ-BLD-ROTATE-IN-PLACE). Tunnels never qualify. Builder mode only; blueprint
// placement mode never rotates anything -- see resolveBlueprintGhost.
std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state,
const GameConfig& config,
BuildingType type, QPoint anchor,
@@ -46,6 +64,36 @@ std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state,
bool canPlaceBuilding(const FactoryState& state, const GameConfig& config,
BuildingType type, QPoint anchor, Rotation rotation);
// What one ghost of a blueprint would do at its resolved tile.
enum class BlueprintGhostAction
{
PlaceNew, // free, valid cells: a new construction site, charged for
CompatibleOverlap, // the same building is already there: left untouched, free
// (REQ-UI-BLUEPRINT-OVERLAP)
Transfer, // hand this blueprint's settings to the building already there,
// free (REQ-UI-BLUEPRINT-TRANSFER)
Invalid // terrain, bounds, or an overlap that is neither of the above
};
struct BlueprintGhostResolved
{
BlueprintGhostAction action;
std::optional<BuildingId> targetId; // set for CompatibleOverlap and Transfer
};
// Classifies one ghost of a blueprint against the current factory state
// (REQ-UI-BLUEPRINT-OVERLAP, REQ-UI-BLUEPRINT-TRANSFER). `blueprintHoldsOneBuilding` is
// the blueprint's stored size, counted before locked types are dropped, so the gesture
// does not change behavior as the player unlocks things.
//
// Shared by the ghost coloring and the click path so a preview cannot disagree with what
// the click then does -- the same reason resolveBeltDragPath is shared.
BlueprintGhostResolved resolveBlueprintGhost(const FactoryState& state,
const GameConfig& config,
BuildingType type, QPoint anchor,
Rotation rotation,
bool blueprintHoldsOneBuilding);
// What a belt drag would do to one tile of its path (REQ-BLD-BELT-DRAG).
enum class BeltTileAction
{