move blueprints out of the sidebar into Ctrl+C / Ctrl+V dialogs
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@@ -11,6 +11,7 @@
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#include "ShipLayout.h"
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class Simulation;
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struct BuildingsConfig;
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// The user-configurable settings of a single building or construction site: the
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// selected recipe / ship schematic, the shipyard module layout, and (for
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@@ -49,6 +50,29 @@ Blueprint captureBlueprintFromSelection(const Simulation& sim,
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const std::vector<BuildingId>& selectedIds);
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// True if any selected id refers to a player-placeable building or construction site
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// (the enable condition for the Create Blueprint button, REQ-UI-BLUEPRINT-CREATE).
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// (the condition under which Ctrl+C opens the blueprint save dialog,
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// REQ-UI-BLUEPRINT-CREATE).
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bool selectionHasPlaceableBuilding(const Simulation& sim,
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const std::vector<BuildingId>& selectedIds);
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// One "<building name> x <count>" entry of a blueprint card's contents line
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// (REQ-UI-BLUEPRINT-CARD).
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struct BlueprintContentEntry
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{
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std::string buildingName;
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int count;
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};
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// Summarizes what a blueprint holds: one entry per building type it contains, ordered
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// by descending count with ties broken by the order the types appear in buildings.toml
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// (which is the order of the build button bar, REQ-UI-BUILD-BAR). Building types absent
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// from the config sort last. Derived display data for the blueprint card, kept here so
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// it is unit-testable rather than buried in the dialog (REQ-UI-BLUEPRINT-CARD).
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std::vector<BlueprintContentEntry> summarizeBlueprintContents(
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const Blueprint& blueprint, const BuildingsConfig& buildings);
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// Plain sum of the placement cost of every building in the blueprint
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// (REQ-UI-BLUEPRINT-CARD). Distinct from the total charged on placement
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// (REQ-UI-BLUEPRINT-PLACE), which additionally excludes locked building types and
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// rotate-in-place targets; see GameWorldView's placement path.
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int computeBlueprintCost(const Blueprint& blueprint, const BuildingsConfig& buildings);
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