extract BuildModeController, fixing a silent blueprint exit
This commit is contained in:
@@ -199,10 +199,6 @@ GameWorldView::GameWorldView(Simulation* sim, const GameConfig* config,
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, m_gameSpeedMultiplier(1.0)
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, m_prevNonZeroSpeed(1.0)
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, m_camera(config->world.scroll, config->world.regions)
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, m_ghostRotation(Rotation::East)
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, m_ghostValid(false)
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, m_dragging(false)
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, m_deconstructMode(false)
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, m_debugDraw(false)
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, m_rng(std::random_device{}())
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, m_boxSelecting(false)
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@@ -732,7 +728,7 @@ void GameWorldView::stepSpeed(int delta)
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void GameWorldView::placeBlueprintAtTile(QPoint center)
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{
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const Blueprint& bp = *m_blueprintMode;
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const Blueprint& bp = m_buildMode.getBlueprint();
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for (const BlueprintBuilding& bb : bp.buildings)
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{
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@@ -819,16 +815,6 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
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}
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}
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bool GameWorldView::inTunnelMode() const
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{
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return m_builderType.has_value() && *m_builderType == BuildingType::TunnelEntry;
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}
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BuildingType GameWorldView::effectiveBuilderType() const
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{
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return inTunnelMode() ? m_tunnelGhostType : *m_builderType;
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}
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TunnelTileMap GameWorldView::collectTunnelTiles() const
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{
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// Index every tunnel entry/exit — built or still a construction site — by its
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@@ -864,13 +850,11 @@ TunnelLookup GameWorldView::makeTunnelLookup(const TunnelTileMap& tunnels)
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void GameWorldView::updateTunnelGhost()
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{
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m_tunnelGhostType = BuildingType::TunnelEntry;
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m_tunnelPartnerTile.reset();
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// The connection preview and entry/exit switch only apply at a valid placement
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// (REQ-BLD-TUNNEL-MODE); at an invalid position the ghost stays a plain entry.
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if (!m_ghostValid)
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if (!m_buildMode.isGhostValid())
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{
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m_buildMode.setTunnelGhost(BuildingType::TunnelEntry, std::nullopt);
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return;
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}
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@@ -878,33 +862,34 @@ void GameWorldView::updateTunnelGhost()
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const TunnelLookup lookup = makeTunnelLookup(tunnels);
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const TunnelCompletion completion =
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resolveTunnelCompletion(lookup, m_ghostTile, m_ghostRotation,
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resolveTunnelCompletion(lookup, m_buildMode.getGhostTile(),
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m_buildMode.getGhostRotation(),
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m_config->world.tunnelMaxDistance_tiles, m_cursorWorldPos);
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m_tunnelGhostType = completion.resolvedType;
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m_tunnelPartnerTile = completion.partnerTile;
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m_buildMode.setTunnelGhost(completion.resolvedType, completion.partnerTile);
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}
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void GameWorldView::placeAtTile(QPoint tile)
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{
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if (!m_builderType.has_value())
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if (!m_buildMode.isBuilderMode())
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{
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return;
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}
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const BuildingType type = effectiveBuilderType();
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const BuildingType type = m_buildMode.getEffectiveBuilderType();
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const Rotation rotation = m_buildMode.getGhostRotation();
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if (!isValidPlacement(type, tile, m_ghostRotation))
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if (!isValidPlacement(type, tile, rotation))
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{
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return;
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}
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const std::optional<BuildingId> rotateTarget =
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findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), type, tile, m_ghostRotation);
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findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), type, tile, rotation);
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if (rotateTarget.has_value())
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{
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std::shared_ptr<RotateInPlaceCommand> command =
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std::make_shared<RotateInPlaceCommand>();
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command->id = *rotateTarget;
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command->newRotation = m_ghostRotation;
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command->newRotation = rotation;
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enqueueCommand(command);
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return;
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}
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@@ -920,12 +905,12 @@ void GameWorldView::placeAtTile(QPoint tile)
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{
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if (!isTileOccupied(m_sim->getFactoryState(), tile) && canAfford(type))
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{
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enqueuePlaceBuilding(type, tile, m_ghostRotation);
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enqueuePlaceBuilding(type, tile, rotation);
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}
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}
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else
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{
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enqueuePlaceBuilding(type, tile, m_ghostRotation);
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enqueuePlaceBuilding(type, tile, rotation);
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}
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}
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@@ -983,26 +968,28 @@ void GameWorldView::recomputeBeltDragPath(QPoint cursorTile)
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}
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}
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m_beltDragPath = computeBeltDragPath(m_beltDragAnchor, endTile, m_ghostRotation);
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if (forcedEndRotation.has_value() && !m_beltDragPath.empty())
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std::vector<BeltPathTile> path = computeBeltDragPath(
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m_buildMode.getBeltDragAnchor(), endTile, m_buildMode.getGhostRotation());
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if (forcedEndRotation.has_value() && !path.empty())
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{
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// The end tile points into the target, overriding its incoming-step
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// orientation (REQ-BLD-BELT-DRAG "Snapping to a building").
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m_beltDragPath.back().rotation = *forcedEndRotation;
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path.back().rotation = *forcedEndRotation;
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}
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m_buildMode.setBeltDragPath(std::move(path));
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}
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std::vector<GameWorldView::BeltDragResolved> GameWorldView::resolveBeltDragPath() const
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{
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std::vector<BeltDragResolved> resolved;
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resolved.reserve(m_beltDragPath.size());
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resolved.reserve(m_buildMode.getBeltDragPath().size());
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const BuildingDef* def = m_config->buildings.findBuildingDef(BuildingType::Belt);
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const int beltCost = (def != nullptr) ? def->cost : 0;
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const int stock = m_sim->getBuildingBlocksStock();
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int spent = 0;
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for (const BeltPathTile& entry : m_beltDragPath)
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for (const BeltPathTile& entry : m_buildMode.getBeltDragPath())
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{
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BeltDragResolved item;
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const std::optional<BuildingId> rotateTarget =
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@@ -1040,7 +1027,7 @@ void GameWorldView::applyBeltDragPath()
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for (std::size_t index = 0; index < resolved.size(); ++index)
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{
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const BeltDragResolved& item = resolved[index];
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const BeltPathTile& entry = m_beltDragPath[index];
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const BeltPathTile& entry = m_buildMode.getBeltDragPath()[index];
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if (item.action == BeltTileAction::PlaceNew && item.affordable)
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{
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enqueuePlaceBuilding(BuildingType::Belt, entry.tile, entry.rotation);
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@@ -1927,9 +1914,10 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
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drawSelectedTunnelConnections(painter, coordinates);
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// Builder-mode ghost
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if (m_builderType.has_value())
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if (m_buildMode.isBuilderMode())
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{
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if (*m_builderType == BuildingType::Belt && m_dragging)
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if (m_buildMode.getBuilderType() == BuildingType::Belt
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&& m_buildMode.isDraggingBelt())
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{
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// Belt drag: a ghost per path tile (REQ-BLD-BELT-DRAG). Rotate-in-place
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// and affordable new tiles use the belt colors; occupied/invalid tiles
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@@ -1942,7 +1930,7 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
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{
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continue;
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}
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const BeltPathTile& entry = m_beltDragPath[index];
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const BeltPathTile& entry = m_buildMode.getBeltDragPath()[index];
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drawBuildingGhost(painter, coordinates, BuildingType::Belt,
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entry.tile, entry.rotation,
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/*valid*/ item.action != BeltTileAction::Invalid,
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@@ -1955,37 +1943,42 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
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// exit) and, when it would complete an existing tunnel, the matched end
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// and the tiles between it and the ghost are tinted green
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// (REQ-BLD-TUNNEL-MODE).
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if (inTunnelMode() && m_ghostValid && m_tunnelPartnerTile.has_value())
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const QPoint ghostTile = m_buildMode.getGhostTile();
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const std::optional<QPoint>& partnerTile = m_buildMode.getTunnelPartnerTile();
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if (m_buildMode.isTunnelMode() && m_buildMode.isGhostValid()
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&& partnerTile.has_value())
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{
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const QColor green = m_visuals->overlays.tunnelPreview;
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painter.fillRect(coordinates.tileRect(*m_tunnelPartnerTile), green);
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painter.fillRect(coordinates.tileRect(*partnerTile), green);
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// Partner and ghost tile are colinear along the tunnel run; tint the
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// tiles strictly between them.
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const QPoint delta = *m_tunnelPartnerTile - m_ghostTile;
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const QPoint delta = *partnerTile - ghostTile;
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const QPoint step((delta.x() > 0) - (delta.x() < 0),
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(delta.y() > 0) - (delta.y() < 0));
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for (QPoint t = m_ghostTile + step; t != *m_tunnelPartnerTile; t += step)
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for (QPoint t = ghostTile + step; t != *partnerTile; t += step)
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{
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painter.fillRect(coordinates.tileRect(t), green);
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}
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}
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drawBuildingGhost(painter, coordinates, effectiveBuilderType(),
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m_ghostTile, m_ghostRotation, m_ghostValid,
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drawBuildingGhost(painter, coordinates,
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m_buildMode.getEffectiveBuilderType(),
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ghostTile, m_buildMode.getGhostRotation(),
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m_buildMode.isGhostValid(),
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/*showPortTargetGlyphs*/ true);
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}
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}
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// Blueprint placement ghost
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if (m_blueprintMode.has_value())
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if (m_buildMode.isBlueprintMode())
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{
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for (const BlueprintBuilding& bb : m_blueprintMode->buildings)
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for (const BlueprintBuilding& bb : m_buildMode.getBlueprint().buildings)
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{
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// Locked building types are omitted from the blueprint (REQ-LOCK-BUILDING,
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// REQ-LOCK-UI-BLUEPRINT), so they are not ghosted either.
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if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
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const QPoint anchor = m_blueprintGhostTile + bb.offset;
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const QPoint anchor = m_buildMode.getBlueprintGhostTile() + bb.offset;
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const bool valid = isValidPlacement(bb.type, anchor, bb.rotation);
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drawBuildingGhost(painter, coordinates, bb.type, anchor, bb.rotation,
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valid, /*showPortTargetGlyphs*/ false);
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@@ -2006,7 +1999,7 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
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// Deconstruct tint: while dragging a deconstruct box, tint every covered
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// building/site (REQ-BLD-DECONSTRUCT-BOX); otherwise tint the hovered one.
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if (m_deconstructMode && m_boxSelecting)
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if (m_buildMode.isDeconstructMode() && m_boxSelecting)
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{
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for (BuildingId id : buildingsInBox(m_boxStartTile, m_boxCurrentTile))
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{
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@@ -2026,9 +2019,11 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
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}
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}
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}
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else if (m_deconstructMode && m_deconstructHoverBuildingId.has_value())
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else if (m_buildMode.isDeconstructMode()
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&& m_buildMode.getDeconstructHoverBuildingId().has_value())
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{
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const Building* b = findBuilding(m_sim->getFactoryState(), *m_deconstructHoverBuildingId);
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const Building* b = findBuilding(m_sim->getFactoryState(),
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*m_buildMode.getDeconstructHoverBuildingId());
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if (b)
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{
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for (const QPoint& cell : b->bodyCells)
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@@ -2151,7 +2146,7 @@ void GameWorldView::drawPauseBorder(QPainter& painter)
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void GameWorldView::drawDeconstructBorder(QPainter& painter)
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{
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if (!m_deconstructMode) { return; }
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if (!m_buildMode.isDeconstructMode()) { return; }
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// Reuse the deconstruct overlay color (with its configured alpha) as the edge color.
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drawVignetteBorder(painter, m_visuals->overlays.deconstructTint);
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}
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@@ -2322,22 +2317,16 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
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{
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if (event->button() == Qt::RightButton)
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{
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if (m_builderType.has_value())
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if (m_buildMode.isBuilderMode() && m_buildMode.isDraggingBelt())
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{
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if (m_dragging)
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{
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// Cancel the in-progress belt drag without placing anything;
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// stay in belt builder mode (REQ-BLD-BELT-DRAG).
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m_dragging = false;
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m_beltDragPath.clear();
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}
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else
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{
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exitBuilderMode();
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}
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// Cancel the in-progress belt drag without placing anything;
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// stay in belt builder mode (REQ-BLD-BELT-DRAG).
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m_buildMode.cancelBeltDrag();
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}
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else if (m_buildMode.getMode() != BuildMode::None)
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{
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m_buildMode.exitCurrentMode();
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}
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else if (m_blueprintMode.has_value()) { exitBlueprintMode(); }
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else if (m_deconstructMode) { toggleDeconstructMode(); }
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else if (event->modifiers() & Qt::ShiftModifier)
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{
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// Shift + right-click copies a building's settings, but only in the
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@@ -2353,15 +2342,13 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
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const QPoint tile = coordinates.widgetToTile(event->pos());
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if (m_builderType.has_value())
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if (m_buildMode.isBuilderMode())
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{
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const BuildingType type = *m_builderType;
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if (type == BuildingType::Belt)
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if (m_buildMode.getBuilderType() == BuildingType::Belt)
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{
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// Deferred placement: start the drag and show the path ghost; nothing
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// is placed until release (REQ-BLD-BELT-DRAG).
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m_dragging = true;
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m_beltDragAnchor = tile;
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m_buildMode.beginBeltDrag(tile);
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m_cursorWorldPos = coordinates.widgetToWorld(event->pos());
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recomputeBeltDragPath(tile);
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}
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@@ -2370,11 +2357,11 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
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placeAtTile(tile);
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}
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}
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else if (m_blueprintMode.has_value())
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else if (m_buildMode.isBlueprintMode())
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{
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placeBlueprintAtTile(tile);
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}
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else if (m_deconstructMode)
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else if (m_buildMode.isDeconstructMode())
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{
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// Start a deconstruct box drag; a plain click resolves as a 1x1 box on
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// release (REQ-BLD-DECONSTRUCT-CLICK, REQ-BLD-DECONSTRUCT-BOX).
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@@ -2483,32 +2470,34 @@ void GameWorldView::mouseMoveEvent(QMouseEvent* event)
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const QPoint tile = coordinates.widgetToTile(event->pos());
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m_cursorWorldPos = coordinates.widgetToWorld(event->pos());
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if (m_builderType.has_value())
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if (m_buildMode.isBuilderMode())
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{
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m_ghostTile = tile;
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m_ghostValid = isValidPlacement(*m_builderType, tile, m_ghostRotation);
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m_buildMode.setGhostTile(tile);
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m_buildMode.setGhostValidity(
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isValidPlacement(m_buildMode.getBuilderType(), tile,
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m_buildMode.getGhostRotation()));
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if (inTunnelMode())
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if (m_buildMode.isTunnelMode())
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{
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// Resolve entry vs exit and the completion partner for the new hover
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// position and sub-tile cursor (REQ-BLD-TUNNEL-MODE).
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updateTunnelGhost();
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}
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if (m_dragging)
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if (m_buildMode.isDraggingBelt())
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{
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// Belt drag: update the previewed path; placement happens on release
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// (REQ-BLD-BELT-DRAG).
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recomputeBeltDragPath(tile);
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}
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}
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else if (m_blueprintMode.has_value())
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else if (m_buildMode.isBlueprintMode())
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{
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m_blueprintGhostTile = tile;
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m_buildMode.setBlueprintGhostTile(tile);
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}
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else if (m_deconstructMode)
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else if (m_buildMode.isDeconstructMode())
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{
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m_deconstructHoverBuildingId = buildingAtTile(tile);
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m_buildMode.setDeconstructHoverBuildingId(buildingAtTile(tile));
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if (m_boxSelecting) { m_boxCurrentTile = tile; }
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}
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else if (m_boxSelecting)
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@@ -2521,13 +2510,12 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
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{
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if (event->button() != Qt::LeftButton) { return; }
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if (m_dragging)
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if (m_buildMode.isDraggingBelt())
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{
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// Apply the previewed belt path now that the button is released
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// (REQ-BLD-BELT-DRAG).
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applyBeltDragPath();
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m_dragging = false;
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m_beltDragPath.clear();
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m_buildMode.cancelBeltDrag();
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}
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if (m_boxSelecting)
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@@ -2537,7 +2525,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
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const std::vector<BuildingId> boxIds =
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buildingsInBox(m_boxStartTile, m_boxCurrentTile);
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if (m_deconstructMode)
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if (m_buildMode.isDeconstructMode())
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{
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const FactoryState& factory = m_sim->getFactoryState();
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@@ -2595,7 +2583,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
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}
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}
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m_deconstructHoverBuildingId = std::nullopt;
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m_buildMode.setDeconstructHoverBuildingId(std::nullopt);
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return;
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}
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@@ -2607,39 +2595,26 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
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// Methods (formerly slots)
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// ---------------------------------------------------------------------------
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void GameWorldView::toggleDeconstructMode()
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{
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if (m_deconstructMode)
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{
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m_deconstructMode = false;
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m_deconstructHoverBuildingId = std::nullopt;
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}
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else
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{
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if (m_builderType.has_value()) { exitBuilderMode(); }
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if (m_blueprintMode.has_value()) { exitBlueprintMode(); }
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m_deconstructMode = true;
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}
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<DeconstructModeChangedEvent>(m_deconstructMode));
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}
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void GameWorldView::rotateGhost(bool clockwise)
|
||||
{
|
||||
if (m_builderType.has_value())
|
||||
if (m_buildMode.isBuilderMode())
|
||||
{
|
||||
m_ghostRotation = clockwise ? rotateClockwise(m_ghostRotation)
|
||||
: rotateCounterClockwise(m_ghostRotation);
|
||||
m_ghostValid = isValidPlacement(*m_builderType, m_ghostTile, m_ghostRotation);
|
||||
m_buildMode.rotateGhost(clockwise);
|
||||
m_buildMode.setGhostValidity(
|
||||
isValidPlacement(m_buildMode.getBuilderType(), m_buildMode.getGhostTile(),
|
||||
m_buildMode.getGhostRotation()));
|
||||
// A new facing changes which tunnels the ghost could complete (REQ-BLD-TUNNEL-MODE).
|
||||
if (inTunnelMode()) { updateTunnelGhost(); }
|
||||
if (m_buildMode.isTunnelMode()) { updateTunnelGhost(); }
|
||||
// Rotating during a belt drag re-picks the path's primary axis immediately,
|
||||
// without waiting for the next mouse move (REQ-BLD-BELT-DRAG).
|
||||
if (m_dragging) { recomputeBeltDragPath(m_ghostTile); }
|
||||
if (m_buildMode.isDraggingBelt())
|
||||
{
|
||||
recomputeBeltDragPath(m_buildMode.getGhostTile());
|
||||
}
|
||||
}
|
||||
else if (m_blueprintMode.has_value())
|
||||
else if (m_buildMode.isBlueprintMode())
|
||||
{
|
||||
for (BlueprintBuilding& bb : m_blueprintMode->buildings)
|
||||
for (BlueprintBuilding& bb : m_buildMode.getMutableBlueprint().buildings)
|
||||
{
|
||||
const BuildingDef* def = m_config->buildings.findBuildingDef(bb.type);
|
||||
if (!def) { continue; }
|
||||
@@ -2745,45 +2720,6 @@ void GameWorldView::pasteConfigTo(BuildingId id)
|
||||
}
|
||||
}
|
||||
|
||||
void GameWorldView::enterBuilderMode(BuildingType type)
|
||||
{
|
||||
m_builderType = type;
|
||||
m_ghostRotation = Rotation::East;
|
||||
m_ghostValid = false;
|
||||
m_tunnelGhostType = BuildingType::TunnelEntry;
|
||||
m_tunnelPartnerTile.reset();
|
||||
m_deconstructMode = false;
|
||||
m_blueprintMode.reset();
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<DeconstructModeChangedEvent>(false));
|
||||
}
|
||||
|
||||
void GameWorldView::enterBlueprintMode(Blueprint blueprint)
|
||||
{
|
||||
if (m_builderType.has_value()) { exitBuilderMode(); }
|
||||
m_deconstructMode = false;
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<DeconstructModeChangedEvent>(false));
|
||||
m_blueprintGhostTile = m_ghostTile;
|
||||
m_blueprintMode = std::move(blueprint);
|
||||
}
|
||||
|
||||
void GameWorldView::exitBlueprintMode()
|
||||
{
|
||||
m_blueprintMode.reset();
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<BlueprintModeExitedEvent>());
|
||||
}
|
||||
|
||||
void GameWorldView::exitBuilderMode()
|
||||
{
|
||||
m_builderType.reset();
|
||||
m_beltDragPath.clear();
|
||||
m_dragging = false;
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<BuilderModeExitedEvent>());
|
||||
}
|
||||
|
||||
double GameWorldView::getGameSpeed() const
|
||||
{
|
||||
return m_gameSpeedMultiplier;
|
||||
@@ -2808,16 +2744,11 @@ void GameWorldView::setGameSpeed(double multiplier)
|
||||
|
||||
void GameWorldView::resetForNewGame()
|
||||
{
|
||||
exitBuilderMode();
|
||||
exitBlueprintMode();
|
||||
// Leaves whichever mode was active, announcing that one exit rather than all
|
||||
// three; a mode that was not active has nothing to announce.
|
||||
m_buildMode.exitCurrentMode();
|
||||
m_activeBeams.clear();
|
||||
m_schematicChoiceShown = false;
|
||||
m_ghostRotation = Rotation::East;
|
||||
m_ghostValid = false;
|
||||
m_deconstructMode = false;
|
||||
m_deconstructHoverBuildingId = std::nullopt;
|
||||
EventManager::getInstance()->sendEventImmediately(
|
||||
std::make_shared<DeconstructModeChangedEvent>(false));
|
||||
m_selection.clearAll();
|
||||
m_copiedConfig = std::nullopt;
|
||||
m_copyConfigFlashes.clear();
|
||||
@@ -2884,27 +2815,27 @@ void GameWorldView::handleEvent(std::shared_ptr<const BeamFiredEvent> event)
|
||||
|
||||
void GameWorldView::handleEvent(std::shared_ptr<const BuildingTypeSelectedEvent> event)
|
||||
{
|
||||
enterBuilderMode(event->type);
|
||||
m_buildMode.enterBuilderMode(event->type);
|
||||
}
|
||||
|
||||
void GameWorldView::handleEvent(std::shared_ptr<const ExitBuilderModeRequestedEvent> /*event*/)
|
||||
{
|
||||
exitBuilderMode();
|
||||
m_buildMode.exitBuilderMode();
|
||||
}
|
||||
|
||||
void GameWorldView::handleEvent(std::shared_ptr<const DeconstructModeToggleRequestedEvent> /*event*/)
|
||||
{
|
||||
toggleDeconstructMode();
|
||||
m_buildMode.toggleDeconstructMode();
|
||||
}
|
||||
|
||||
void GameWorldView::handleEvent(std::shared_ptr<const BlueprintPlacementRequestedEvent> event)
|
||||
{
|
||||
enterBlueprintMode(event->blueprint);
|
||||
m_buildMode.enterBlueprintMode(event->blueprint);
|
||||
}
|
||||
|
||||
void GameWorldView::handleEvent(std::shared_ptr<const ExitBlueprintModeRequestedEvent> /*event*/)
|
||||
{
|
||||
exitBlueprintMode();
|
||||
m_buildMode.exitBlueprintMode();
|
||||
}
|
||||
|
||||
void GameWorldView::handleEvent(std::shared_ptr<const SpeedChangeRequestedEvent> event)
|
||||
@@ -2944,9 +2875,10 @@ void GameWorldView::handleEvent(std::shared_ptr<const ModeCancelRequestedEvent>
|
||||
{
|
||||
// One key backs out of whichever mode is active, and enters deconstruct mode
|
||||
// when none is (REQ-UI-HOTKEYS).
|
||||
if (m_builderType.has_value()) { exitBuilderMode(); }
|
||||
else if (m_blueprintMode.has_value()) { exitBlueprintMode(); }
|
||||
else { toggleDeconstructMode(); }
|
||||
// One key backs out of whichever mode is active, and enters deconstruct mode
|
||||
// when none is (REQ-UI-HOTKEYS).
|
||||
if (m_buildMode.getMode() == BuildMode::None) { m_buildMode.toggleDeconstructMode(); }
|
||||
else { m_buildMode.exitCurrentMode(); }
|
||||
}
|
||||
|
||||
void GameWorldView::handleEvent(std::shared_ptr<const DebugDrawToggleRequestedEvent> /*event*/)
|
||||
|
||||
@@ -19,6 +19,7 @@
|
||||
#include <QVector2D>
|
||||
|
||||
#include "Blueprint.h"
|
||||
#include "BuildModeController.h"
|
||||
#include "BuildingConfig.h"
|
||||
#include "BlueprintModeExitedEvent.h"
|
||||
#include "BlueprintPlacementRequestedEvent.h"
|
||||
@@ -263,14 +264,9 @@ private:
|
||||
void stepSpeed(int delta);
|
||||
void placeAtTile(QPoint tile);
|
||||
|
||||
// Unified tunnel build mode (REQ-BLD-TUNNEL-MODE). Active while the builder type
|
||||
// is TunnelEntry; the ghost then resolves to an entry or exit by hovered position.
|
||||
bool inTunnelMode() const;
|
||||
// The building type the ghost currently represents: the position-resolved tunnel
|
||||
// type in tunnel mode, otherwise the plain builder type.
|
||||
BuildingType effectiveBuilderType() const;
|
||||
// Recomputes m_tunnelGhostType and m_tunnelPartnerTile from the current ghost
|
||||
// tile, rotation, and sub-tile cursor position. Only meaningful in tunnel mode.
|
||||
// Re-resolves the tunnel ghost type and completion partner from the current
|
||||
// ghost tile, rotation, and sub-tile cursor position, storing both on the build
|
||||
// mode controller. Only meaningful in tunnel mode (REQ-BLD-TUNNEL-MODE).
|
||||
void updateTunnelGhost();
|
||||
// Indexes every tunnel entry/exit — built or still a construction site — by its
|
||||
// single-cell tile. Shared by the placement preview and the selection highlight.
|
||||
@@ -292,8 +288,8 @@ private:
|
||||
bool affordable; // meaningful only for PlaceNew
|
||||
std::optional<BuildingId> rotateId; // set only for RotateInPlace
|
||||
};
|
||||
// Recomputes m_beltDragPath from m_beltDragAnchor to cursorTile using the
|
||||
// current ghost orientation.
|
||||
// Recomputes the drag path from its anchor to cursorTile using the current ghost
|
||||
// orientation, and stores it on the build mode controller.
|
||||
void recomputeBeltDragPath(QPoint cursorTile);
|
||||
// Classifies each path tile against the current sim state, applying cumulative
|
||||
// affordability to the PlaceNew tiles.
|
||||
@@ -307,11 +303,9 @@ private:
|
||||
void copyConfigFrom(BuildingId id);
|
||||
void pasteConfigTo(BuildingId id);
|
||||
|
||||
void enterBuilderMode(BuildingType type);
|
||||
void exitBuilderMode();
|
||||
void enterBlueprintMode(Blueprint blueprint);
|
||||
void exitBlueprintMode();
|
||||
void toggleDeconstructMode();
|
||||
// Turns the ghost and refreshes everything that depends on its facing: placement
|
||||
// validity, the tunnel completion match, and an in-progress belt drag's path.
|
||||
// The mode transitions themselves live on m_buildMode.
|
||||
void rotateGhost(bool clockwise);
|
||||
|
||||
struct ActiveBeam
|
||||
@@ -365,28 +359,15 @@ private:
|
||||
|
||||
std::vector<ActiveBeam> m_activeBeams;
|
||||
|
||||
std::optional<BuildingType> m_builderType;
|
||||
Rotation m_ghostRotation;
|
||||
QPoint m_ghostTile;
|
||||
bool m_ghostValid;
|
||||
// Unified tunnel build mode (REQ-BLD-TUNNEL-MODE): while m_builderType is
|
||||
// TunnelEntry the ghost resolves to an entry or an exit based on the hovered
|
||||
// position; m_tunnelPartnerTile is the existing tunnel it would complete (drawn
|
||||
// as the green connection preview), or unset when there is no completion match.
|
||||
BuildingType m_tunnelGhostType = BuildingType::TunnelEntry;
|
||||
std::optional<QPoint> m_tunnelPartnerTile;
|
||||
// Deferred belt drag placement (REQ-BLD-BELT-DRAG): while dragging, the
|
||||
// rectilinear anchor->cursor path is recomputed on each move and only applied
|
||||
// on release. Empty unless a belt drag is in progress.
|
||||
std::vector<BeltPathTile> m_beltDragPath;
|
||||
QPoint m_beltDragAnchor;
|
||||
// Last known cursor position in world (tile) units; used to pick the belt-drag
|
||||
// end tile closest to the cursor when snapping to a building (REQ-BLD-BELT-DRAG).
|
||||
QVector2D m_cursorWorldPos;
|
||||
bool m_dragging;
|
||||
// The active build mode (builder / blueprint / deconstruct, or none) and the
|
||||
// ghost, tunnel and belt-drag state belonging to it. Owns the transitions
|
||||
// between them; this widget supplies the parts that need the simulation.
|
||||
BuildModeController m_buildMode;
|
||||
|
||||
std::optional<Blueprint> m_blueprintMode;
|
||||
QPoint m_blueprintGhostTile;
|
||||
// Last known cursor position in world (tile) units; used to pick the belt-drag
|
||||
// end tile closest to the cursor when snapping to a building (REQ-BLD-BELT-DRAG)
|
||||
// and to resolve the tunnel ghost sub-tile (REQ-BLD-TUNNEL-MODE).
|
||||
QVector2D m_cursorWorldPos;
|
||||
|
||||
// Temporary cache for the copy-settings gesture (REQ-BLD-COPY-CONFIG); held
|
||||
// only while Shift is down and cleared on Shift release.
|
||||
@@ -404,8 +385,6 @@ private:
|
||||
std::vector<CopyConfigFlash> m_copyConfigFlashes;
|
||||
static constexpr qint64 kCopyFlashDurationMs = 300;
|
||||
|
||||
bool m_deconstructMode;
|
||||
std::optional<BuildingId> m_deconstructHoverBuildingId;
|
||||
bool m_debugDraw;
|
||||
|
||||
// Owns the selection across all three categories and the rules for moving
|
||||
|
||||
Reference in New Issue
Block a user