Rename UI "Blocks" labels to "Building Blocks"
Make user-visible terminology consistent across the header bar, build button grid, and blueprint panel. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DZR44tA8sn4dPqDzAVXyps
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@@ -239,7 +239,7 @@ void BlueprintPanel::rebuildButtons()
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{
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const Blueprint& bp = m_blueprints[static_cast<std::size_t>(i)];
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const int cost = computeBlueprintCost(bp);
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const QString label = bp.name + "\n" + tr("%1 Blocks").arg(cost);
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const QString label = bp.name + "\n" + tr("%1 Building Blocks").arg(cost);
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QWidget* row = new QWidget(m_buttonsContainer);
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QHBoxLayout* rowLayout = new QHBoxLayout(row);
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@@ -38,7 +38,7 @@ BuildButtonGrid::BuildButtonGrid(const GameConfig* config, QWidget* parent)
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m_costs[def.type] = def.cost;
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const QString label = QString::fromStdString(toDisplayName(def.id))
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+ "\n" + tr("%1 Blocks").arg(def.cost);
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+ "\n" + tr("%1 Building Blocks").arg(def.cost);
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QPushButton* btn = new QPushButton(label, this);
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btn->setCheckable(true);
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btn->setFixedHeight(48);
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@@ -25,7 +25,7 @@ HeaderBar::HeaderBar(QWidget* parent)
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layout->setSpacing(8);
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m_timeLabel = new QLabel("00:00", this);
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m_blocksLabel = new QLabel(tr("Blocks: 0"), this);
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m_blocksLabel = new QLabel(tr("Building Blocks: 0"), this);
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m_artifactsLabel = new QLabel(tr("Artifacts: 0/?"), this);
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m_bossLabel = new QLabel(tr("Boss Wave #1 Next boss: 5:00"), this);
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layout->addWidget(m_timeLabel);
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@@ -81,7 +81,7 @@ void HeaderBar::handleEvent(std::shared_ptr<const TickAdvancedEvent> event)
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void HeaderBar::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event)
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{
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m_blocks = event->blocks;
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m_blocksLabel->setText(tr("Blocks: %1").arg(event->blocks));
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m_blocksLabel->setText(tr("Building Blocks: %1").arg(event->blocks));
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updateExpandButton();
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}
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@@ -93,7 +93,7 @@ void HeaderBar::handleEvent(std::shared_ptr<const ExpansionCostChangedEvent> eve
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void HeaderBar::updateExpandButton()
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{
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m_expandButton->setText(tr("Expand: %1 Blocks").arg(m_expansionCost));
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m_expandButton->setText(tr("Expand: %1 Building Blocks").arg(m_expansionCost));
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m_expandButton->setEnabled(m_blocks >= m_expansionCost);
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}
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