extract BuildModeController, fixing a silent blueprint exit

This commit is contained in:
2026-08-05 20:41:57 +02:00
parent 202f583067
commit 26d7448492
7 changed files with 803 additions and 204 deletions

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@@ -0,0 +1,261 @@
#include "BuildModeController.h"
#include <memory>
#include <utility>
#include "BlueprintModeExitedEvent.h"
#include "BuilderModeExitedEvent.h"
#include "DeconstructModeChangedEvent.h"
#include "EventManager.h"
namespace
{
Rotation rotateClockwise(Rotation rotation)
{
switch (rotation)
{
case Rotation::North: return Rotation::East;
case Rotation::East: return Rotation::South;
case Rotation::South: return Rotation::West;
case Rotation::West: return Rotation::North;
}
return Rotation::East;
}
Rotation rotateCounterClockwise(Rotation rotation)
{
switch (rotation)
{
case Rotation::North: return Rotation::West;
case Rotation::East: return Rotation::North;
case Rotation::South: return Rotation::East;
case Rotation::West: return Rotation::South;
}
return Rotation::East;
}
} // namespace
BuildMode BuildModeController::getMode() const
{
return m_mode;
}
bool BuildModeController::isBuilderMode() const
{
return m_mode == BuildMode::Builder;
}
bool BuildModeController::isBlueprintMode() const
{
return m_mode == BuildMode::Blueprint;
}
bool BuildModeController::isDeconstructMode() const
{
return m_mode == BuildMode::Deconstruct;
}
void BuildModeController::enterMode(BuildMode mode)
{
if (m_mode == mode) { return; }
// Leave the current mode properly, so its widget hears about it however the
// player left. Each exit clears only its own state.
switch (m_mode)
{
case BuildMode::Builder:
m_draggingBelt = false;
m_beltDragPath.clear();
EventManager::getInstance()->sendEventImmediately(
std::make_shared<BuilderModeExitedEvent>());
break;
case BuildMode::Blueprint:
EventManager::getInstance()->sendEventImmediately(
std::make_shared<BlueprintModeExitedEvent>());
break;
case BuildMode::Deconstruct:
m_deconstructHoverBuildingId.reset();
EventManager::getInstance()->sendEventImmediately(
std::make_shared<DeconstructModeChangedEvent>(false));
break;
case BuildMode::None:
break;
}
m_mode = mode;
if (mode == BuildMode::Deconstruct)
{
EventManager::getInstance()->sendEventImmediately(
std::make_shared<DeconstructModeChangedEvent>(true));
}
}
void BuildModeController::enterBuilderMode(BuildingType type)
{
enterMode(BuildMode::Builder);
m_builderType = type;
m_ghostRotation = Rotation::East;
m_ghostValid = false;
m_tunnelGhostType = BuildingType::TunnelEntry;
m_tunnelPartnerTile.reset();
}
void BuildModeController::enterBlueprintMode(Blueprint blueprint)
{
enterMode(BuildMode::Blueprint);
// The layout starts where the builder ghost last was, so switching from a
// building to a blueprint does not jump the preview across the world.
m_blueprintGhostTile = m_ghostTile;
m_blueprint = std::move(blueprint);
}
void BuildModeController::toggleDeconstructMode()
{
enterMode(isDeconstructMode() ? BuildMode::None : BuildMode::Deconstruct);
}
void BuildModeController::exitBuilderMode()
{
if (!isBuilderMode()) { return; }
enterMode(BuildMode::None);
}
void BuildModeController::exitBlueprintMode()
{
if (!isBlueprintMode()) { return; }
enterMode(BuildMode::None);
}
void BuildModeController::exitCurrentMode()
{
enterMode(BuildMode::None);
}
BuildingType BuildModeController::getBuilderType() const
{
return m_builderType;
}
bool BuildModeController::isTunnelMode() const
{
return isBuilderMode() && m_builderType == BuildingType::TunnelEntry;
}
BuildingType BuildModeController::getEffectiveBuilderType() const
{
return isTunnelMode() ? m_tunnelGhostType : m_builderType;
}
QPoint BuildModeController::getGhostTile() const
{
return m_ghostTile;
}
Rotation BuildModeController::getGhostRotation() const
{
return m_ghostRotation;
}
bool BuildModeController::isGhostValid() const
{
return m_ghostValid;
}
void BuildModeController::setGhostTile(QPoint tile)
{
m_ghostTile = tile;
}
void BuildModeController::setGhostValidity(bool valid)
{
m_ghostValid = valid;
}
void BuildModeController::rotateGhost(bool clockwise)
{
m_ghostRotation = clockwise ? rotateClockwise(m_ghostRotation)
: rotateCounterClockwise(m_ghostRotation);
}
BuildingType BuildModeController::getTunnelGhostType() const
{
return m_tunnelGhostType;
}
const std::optional<QPoint>& BuildModeController::getTunnelPartnerTile() const
{
return m_tunnelPartnerTile;
}
void BuildModeController::setTunnelGhost(BuildingType resolvedType,
std::optional<QPoint> partnerTile)
{
m_tunnelGhostType = resolvedType;
m_tunnelPartnerTile = std::move(partnerTile);
}
bool BuildModeController::isDraggingBelt() const
{
return m_draggingBelt;
}
QPoint BuildModeController::getBeltDragAnchor() const
{
return m_beltDragAnchor;
}
const std::vector<BeltPathTile>& BuildModeController::getBeltDragPath() const
{
return m_beltDragPath;
}
void BuildModeController::beginBeltDrag(QPoint anchorTile)
{
m_draggingBelt = true;
m_beltDragAnchor = anchorTile;
}
void BuildModeController::setBeltDragPath(std::vector<BeltPathTile> path)
{
m_beltDragPath = std::move(path);
}
void BuildModeController::cancelBeltDrag()
{
m_draggingBelt = false;
m_beltDragPath.clear();
}
const Blueprint& BuildModeController::getBlueprint() const
{
return m_blueprint;
}
Blueprint& BuildModeController::getMutableBlueprint()
{
return m_blueprint;
}
QPoint BuildModeController::getBlueprintGhostTile() const
{
return m_blueprintGhostTile;
}
void BuildModeController::setBlueprintGhostTile(QPoint tile)
{
m_blueprintGhostTile = tile;
}
const std::optional<BuildingId>&
BuildModeController::getDeconstructHoverBuildingId() const
{
return m_deconstructHoverBuildingId;
}
void BuildModeController::setDeconstructHoverBuildingId(std::optional<BuildingId> id)
{
m_deconstructHoverBuildingId = std::move(id);
}

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@@ -0,0 +1,123 @@
#pragma once
#include <optional>
#include <vector>
#include <QPoint>
#include "BeltDragPath.h"
#include "Blueprint.h"
#include "BuildingId.h"
#include "BuildingType.h"
#include "Rotation.h"
// Which of the mutually exclusive world-interaction modes is active
// (REQ-UI-HOTKEYS, REQ-BLD-GHOST, REQ-UI-BLUEPRINT-PLACE, REQ-BLD-DECONSTRUCT).
enum class BuildMode
{
None, // plain selection
Builder, // placing one building type, ghost following the cursor
Blueprint, // placing a saved multi-building layout
Deconstruct // marking buildings for demolition
};
// The active build mode and the transient state that belongs to it.
//
// These modes were previously three independent flags, and every entry point
// cleared the other two by hand — inconsistently, which is how entering builder
// mode came to drop a blueprint without announcing it. Here exclusivity is
// structural: one mode is active, and every transition runs through enterMode(),
// which exits whatever was active first and publishes the same events regardless
// of which way the player got there.
//
// Everything needing the simulation — placement validity, tunnel matching, belt
// path building — stays with the caller, which computes and hands back the result
// (setGhostValidity, setTunnelGhost, setBeltDragPath). That keeps this a plain
// value that can be tested without a world.
class BuildModeController
{
public:
BuildMode getMode() const;
bool isBuilderMode() const;
bool isBlueprintMode() const;
bool isDeconstructMode() const;
// --- transitions ----------------------------------------------------------
// Each leaves the previously active mode with its proper exit event.
void enterBuilderMode(BuildingType type);
void enterBlueprintMode(Blueprint blueprint);
// Leaves deconstruct mode if it is active, enters it otherwise
// (REQ-BLD-DECONSTRUCT-CLICK).
void toggleDeconstructMode();
void exitBuilderMode();
void exitBlueprintMode();
// Backs out of whichever mode is active, if any (the Q key and right-click).
void exitCurrentMode();
// --- builder mode ---------------------------------------------------------
// Only meaningful while isBuilderMode().
BuildingType getBuilderType() const;
// True while the builder type is TunnelEntry, where the ghost resolves to an
// entry or an exit by hovered position (REQ-BLD-TUNNEL-MODE).
bool isTunnelMode() const;
// The type the ghost currently represents: the position-resolved tunnel type in
// tunnel mode, the plain builder type otherwise.
BuildingType getEffectiveBuilderType() const;
QPoint getGhostTile() const;
Rotation getGhostRotation() const;
bool isGhostValid() const;
void setGhostTile(QPoint tile);
void setGhostValidity(bool valid);
// Turns the ghost one quarter turn. Validity is not rechecked here; the caller
// does that and calls setGhostValidity, because only it can see the world.
void rotateGhost(bool clockwise);
BuildingType getTunnelGhostType() const;
const std::optional<QPoint>& getTunnelPartnerTile() const;
void setTunnelGhost(BuildingType resolvedType, std::optional<QPoint> partnerTile);
// --- belt drag placement (REQ-BLD-BELT-DRAG) ------------------------------
bool isDraggingBelt() const;
QPoint getBeltDragAnchor() const;
const std::vector<BeltPathTile>& getBeltDragPath() const;
void beginBeltDrag(QPoint anchorTile);
void setBeltDragPath(std::vector<BeltPathTile> path);
// Drops the drag without placing anything, staying in builder mode.
void cancelBeltDrag();
// --- blueprint mode -------------------------------------------------------
// Only meaningful while isBlueprintMode().
const Blueprint& getBlueprint() const;
// Mutable so the caller can rotate the layout in place; rotating a blueprint
// needs building footprints from the config, which does not belong here.
Blueprint& getMutableBlueprint();
QPoint getBlueprintGhostTile() const;
void setBlueprintGhostTile(QPoint tile);
// --- deconstruct mode -----------------------------------------------------
const std::optional<BuildingId>& getDeconstructHoverBuildingId() const;
void setDeconstructHoverBuildingId(std::optional<BuildingId> id);
private:
// The single transition point: leaves the active mode, then enters `mode`.
void enterMode(BuildMode mode);
BuildMode m_mode = BuildMode::None;
BuildingType m_builderType = BuildingType::Belt;
QPoint m_ghostTile;
Rotation m_ghostRotation = Rotation::East;
bool m_ghostValid = false;
BuildingType m_tunnelGhostType = BuildingType::TunnelEntry;
std::optional<QPoint> m_tunnelPartnerTile;
bool m_draggingBelt = false;
QPoint m_beltDragAnchor;
std::vector<BeltPathTile> m_beltDragPath;
Blueprint m_blueprint;
QPoint m_blueprintGhostTile;
std::optional<BuildingId> m_deconstructHoverBuildingId;
};

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@@ -17,6 +17,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.h
${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionController.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildModeController.h
PARENT_SCOPE
)
@@ -31,6 +32,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.cpp
${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SelectionController.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildModeController.cpp
PARENT_SCOPE
)

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@@ -0,0 +1,301 @@
#include "catch.hpp"
#include <memory>
#include "BlueprintModeExitedEvent.h"
#include "BuildModeController.h"
#include "BuilderModeExitedEvent.h"
#include "DeconstructModeChangedEvent.h"
#include "EventHandler.h"
#include "EventManager.h"
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
// Records the mode events, which are the half of this class's contract that the
// panels depend on: a mode that ends without announcing it leaves its button
// stuck highlighted.
class ModeEventSpy : public CombinedEventHandler<BuilderModeExitedEvent,
BlueprintModeExitedEvent,
DeconstructModeChangedEvent>
{
public:
ModeEventSpy() { registerForEvents(); }
~ModeEventSpy() { unregisterForEvents(); }
int builderExits = 0;
int blueprintExits = 0;
int deconstructChanges = 0;
bool lastDeconstructActive = false;
private:
void handleEvent(std::shared_ptr<const BuilderModeExitedEvent> /*event*/) override
{
++builderExits;
}
void handleEvent(std::shared_ptr<const BlueprintModeExitedEvent> /*event*/) override
{
++blueprintExits;
}
void handleEvent(std::shared_ptr<const DeconstructModeChangedEvent> event) override
{
++deconstructChanges;
lastDeconstructActive = event->active;
}
};
static Blueprint makeBlueprint()
{
Blueprint blueprint;
BlueprintBuilding building;
building.type = BuildingType::Belt;
building.offset = QPoint(0, 0);
building.rotation = Rotation::East;
blueprint.buildings.push_back(building);
return blueprint;
}
// ---------------------------------------------------------------------------
// Exclusivity
// ---------------------------------------------------------------------------
TEST_CASE("Only one mode is active at a time", "[buildmode]")
{
BuildModeController controller;
REQUIRE(controller.getMode() == BuildMode::None);
controller.enterBuilderMode(BuildingType::Belt);
REQUIRE(controller.isBuilderMode());
REQUIRE_FALSE(controller.isBlueprintMode());
REQUIRE_FALSE(controller.isDeconstructMode());
controller.enterBlueprintMode(makeBlueprint());
REQUIRE(controller.isBlueprintMode());
REQUIRE_FALSE(controller.isBuilderMode());
controller.toggleDeconstructMode();
REQUIRE(controller.isDeconstructMode());
REQUIRE_FALSE(controller.isBlueprintMode());
}
TEST_CASE("Entering builder mode announces that blueprint mode ended", "[buildmode]")
{
// Regression: entering builder mode used to drop the blueprint silently, so the
// blueprint panel kept its button highlighted for a mode that was over.
BuildModeController controller;
controller.enterBlueprintMode(makeBlueprint());
ModeEventSpy spy;
controller.enterBuilderMode(BuildingType::Belt);
REQUIRE(spy.blueprintExits == 1);
}
TEST_CASE("Every mode announces its exit however it is left", "[buildmode]")
{
// The point of routing all transitions through one place: which mode the player
// switches to must not change what the mode they left announces.
SECTION("builder, left for a blueprint")
{
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
ModeEventSpy spy;
controller.enterBlueprintMode(makeBlueprint());
REQUIRE(spy.builderExits == 1);
}
SECTION("builder, left for deconstruct")
{
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
ModeEventSpy spy;
controller.toggleDeconstructMode();
REQUIRE(spy.builderExits == 1);
}
SECTION("blueprint, left for deconstruct")
{
BuildModeController controller;
controller.enterBlueprintMode(makeBlueprint());
ModeEventSpy spy;
controller.toggleDeconstructMode();
REQUIRE(spy.blueprintExits == 1);
}
SECTION("deconstruct, left for builder")
{
BuildModeController controller;
controller.toggleDeconstructMode();
ModeEventSpy spy;
controller.enterBuilderMode(BuildingType::Belt);
REQUIRE(spy.deconstructChanges == 1);
REQUIRE_FALSE(spy.lastDeconstructActive);
}
}
TEST_CASE("Switching between builder types stays in builder mode", "[buildmode]")
{
// Picking a different building is not leaving the mode, so nothing is announced.
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
ModeEventSpy spy;
controller.enterBuilderMode(BuildingType::Splitter);
REQUIRE(controller.getBuilderType() == BuildingType::Splitter);
REQUIRE(spy.builderExits == 0);
}
TEST_CASE("Exiting a mode that is not active does nothing", "[buildmode]")
{
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
ModeEventSpy spy;
controller.exitBlueprintMode();
REQUIRE(controller.isBuilderMode());
REQUIRE(spy.blueprintExits == 0);
REQUIRE(spy.builderExits == 0);
}
TEST_CASE("Deconstruct mode toggles off and announces both edges", "[buildmode]")
{
BuildModeController controller;
ModeEventSpy spy;
controller.toggleDeconstructMode();
REQUIRE(controller.isDeconstructMode());
REQUIRE(spy.lastDeconstructActive);
controller.toggleDeconstructMode();
REQUIRE(controller.getMode() == BuildMode::None);
REQUIRE_FALSE(spy.lastDeconstructActive);
REQUIRE(spy.deconstructChanges == 2);
}
TEST_CASE("Leaving the current mode works from any of them", "[buildmode]")
{
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
controller.exitCurrentMode();
REQUIRE(controller.getMode() == BuildMode::None);
controller.enterBlueprintMode(makeBlueprint());
controller.exitCurrentMode();
REQUIRE(controller.getMode() == BuildMode::None);
controller.toggleDeconstructMode();
controller.exitCurrentMode();
REQUIRE(controller.getMode() == BuildMode::None);
}
// ---------------------------------------------------------------------------
// State cleared on transition
// ---------------------------------------------------------------------------
TEST_CASE("Leaving builder mode drops an in-progress belt drag", "[buildmode]")
{
// A drag surviving the mode change would place belts on the next release.
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
controller.beginBeltDrag(QPoint(3, 4));
controller.setBeltDragPath({BeltPathTile{QPoint(3, 4), Rotation::East}});
REQUIRE(controller.isDraggingBelt());
controller.toggleDeconstructMode();
REQUIRE_FALSE(controller.isDraggingBelt());
REQUIRE(controller.getBeltDragPath().empty());
}
TEST_CASE("Leaving deconstruct mode drops the hovered building", "[buildmode]")
{
BuildModeController controller;
controller.toggleDeconstructMode();
controller.setDeconstructHoverBuildingId(BuildingId(4));
controller.enterBuilderMode(BuildingType::Belt);
REQUIRE_FALSE(controller.getDeconstructHoverBuildingId().has_value());
}
TEST_CASE("Entering builder mode resets the ghost", "[buildmode]")
{
// A fresh builder starts facing East and invalid until the first hover, rather
// than inheriting the previous building's facing (REQ-BLD-GHOST).
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
controller.rotateGhost(true);
controller.setGhostValidity(true);
controller.enterBuilderMode(BuildingType::Splitter);
REQUIRE(controller.getGhostRotation() == Rotation::East);
REQUIRE_FALSE(controller.isGhostValid());
}
TEST_CASE("Cancelling a belt drag stays in builder mode", "[buildmode]")
{
// Right-click during a drag abandons the path but keeps the belt selected
// (REQ-BLD-BELT-DRAG).
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
controller.beginBeltDrag(QPoint(1, 1));
ModeEventSpy spy;
controller.cancelBeltDrag();
REQUIRE(controller.isBuilderMode());
REQUIRE_FALSE(controller.isDraggingBelt());
REQUIRE(spy.builderExits == 0);
}
// ---------------------------------------------------------------------------
// Ghost and tunnel state
// ---------------------------------------------------------------------------
TEST_CASE("Rotating the ghost cycles through the four facings", "[buildmode]")
{
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
controller.rotateGhost(true);
REQUIRE(controller.getGhostRotation() == Rotation::South);
controller.rotateGhost(true);
REQUIRE(controller.getGhostRotation() == Rotation::West);
controller.rotateGhost(false);
REQUIRE(controller.getGhostRotation() == Rotation::South);
}
TEST_CASE("Tunnel mode is the tunnel entry builder type", "[buildmode]")
{
// REQ-BLD-TUNNEL-MODE: one builder type covers both tunnel ends.
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
REQUIRE_FALSE(controller.isTunnelMode());
controller.enterBuilderMode(BuildingType::TunnelEntry);
REQUIRE(controller.isTunnelMode());
}
TEST_CASE("The effective builder type follows the resolved tunnel end", "[buildmode]")
{
BuildModeController controller;
controller.enterBuilderMode(BuildingType::TunnelEntry);
REQUIRE(controller.getEffectiveBuilderType() == BuildingType::TunnelEntry);
controller.setTunnelGhost(BuildingType::TunnelExit, QPoint(5, 5));
REQUIRE(controller.getEffectiveBuilderType() == BuildingType::TunnelExit);
REQUIRE(controller.getTunnelPartnerTile() == QPoint(5, 5));
}
TEST_CASE("A non-tunnel builder ignores any resolved tunnel end", "[buildmode]")
{
BuildModeController controller;
controller.enterBuilderMode(BuildingType::TunnelEntry);
controller.setTunnelGhost(BuildingType::TunnelExit, QPoint(5, 5));
controller.enterBuilderMode(BuildingType::Belt);
REQUIRE(controller.getEffectiveBuilderType() == BuildingType::Belt);
REQUIRE_FALSE(controller.getTunnelPartnerTile().has_value());
}

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@@ -15,6 +15,7 @@ add_files(
WorldCoordinatesTest.cpp
WorldCameraTest.cpp
SelectionControllerTest.cpp
BuildModeControllerTest.cpp
BuildingTest.cpp
BuildingConfigTest.cpp
ShipTest.cpp

View File

@@ -199,10 +199,6 @@ GameWorldView::GameWorldView(Simulation* sim, const GameConfig* config,
, m_gameSpeedMultiplier(1.0)
, m_prevNonZeroSpeed(1.0)
, m_camera(config->world.scroll, config->world.regions)
, m_ghostRotation(Rotation::East)
, m_ghostValid(false)
, m_dragging(false)
, m_deconstructMode(false)
, m_debugDraw(false)
, m_rng(std::random_device{}())
, m_boxSelecting(false)
@@ -732,7 +728,7 @@ void GameWorldView::stepSpeed(int delta)
void GameWorldView::placeBlueprintAtTile(QPoint center)
{
const Blueprint& bp = *m_blueprintMode;
const Blueprint& bp = m_buildMode.getBlueprint();
for (const BlueprintBuilding& bb : bp.buildings)
{
@@ -819,16 +815,6 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
}
}
bool GameWorldView::inTunnelMode() const
{
return m_builderType.has_value() && *m_builderType == BuildingType::TunnelEntry;
}
BuildingType GameWorldView::effectiveBuilderType() const
{
return inTunnelMode() ? m_tunnelGhostType : *m_builderType;
}
TunnelTileMap GameWorldView::collectTunnelTiles() const
{
// Index every tunnel entry/exit — built or still a construction site — by its
@@ -864,13 +850,11 @@ TunnelLookup GameWorldView::makeTunnelLookup(const TunnelTileMap& tunnels)
void GameWorldView::updateTunnelGhost()
{
m_tunnelGhostType = BuildingType::TunnelEntry;
m_tunnelPartnerTile.reset();
// The connection preview and entry/exit switch only apply at a valid placement
// (REQ-BLD-TUNNEL-MODE); at an invalid position the ghost stays a plain entry.
if (!m_ghostValid)
if (!m_buildMode.isGhostValid())
{
m_buildMode.setTunnelGhost(BuildingType::TunnelEntry, std::nullopt);
return;
}
@@ -878,33 +862,34 @@ void GameWorldView::updateTunnelGhost()
const TunnelLookup lookup = makeTunnelLookup(tunnels);
const TunnelCompletion completion =
resolveTunnelCompletion(lookup, m_ghostTile, m_ghostRotation,
resolveTunnelCompletion(lookup, m_buildMode.getGhostTile(),
m_buildMode.getGhostRotation(),
m_config->world.tunnelMaxDistance_tiles, m_cursorWorldPos);
m_tunnelGhostType = completion.resolvedType;
m_tunnelPartnerTile = completion.partnerTile;
m_buildMode.setTunnelGhost(completion.resolvedType, completion.partnerTile);
}
void GameWorldView::placeAtTile(QPoint tile)
{
if (!m_builderType.has_value())
if (!m_buildMode.isBuilderMode())
{
return;
}
const BuildingType type = effectiveBuilderType();
const BuildingType type = m_buildMode.getEffectiveBuilderType();
const Rotation rotation = m_buildMode.getGhostRotation();
if (!isValidPlacement(type, tile, m_ghostRotation))
if (!isValidPlacement(type, tile, rotation))
{
return;
}
const std::optional<BuildingId> rotateTarget =
findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), type, tile, m_ghostRotation);
findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), type, tile, rotation);
if (rotateTarget.has_value())
{
std::shared_ptr<RotateInPlaceCommand> command =
std::make_shared<RotateInPlaceCommand>();
command->id = *rotateTarget;
command->newRotation = m_ghostRotation;
command->newRotation = rotation;
enqueueCommand(command);
return;
}
@@ -920,12 +905,12 @@ void GameWorldView::placeAtTile(QPoint tile)
{
if (!isTileOccupied(m_sim->getFactoryState(), tile) && canAfford(type))
{
enqueuePlaceBuilding(type, tile, m_ghostRotation);
enqueuePlaceBuilding(type, tile, rotation);
}
}
else
{
enqueuePlaceBuilding(type, tile, m_ghostRotation);
enqueuePlaceBuilding(type, tile, rotation);
}
}
@@ -983,26 +968,28 @@ void GameWorldView::recomputeBeltDragPath(QPoint cursorTile)
}
}
m_beltDragPath = computeBeltDragPath(m_beltDragAnchor, endTile, m_ghostRotation);
if (forcedEndRotation.has_value() && !m_beltDragPath.empty())
std::vector<BeltPathTile> path = computeBeltDragPath(
m_buildMode.getBeltDragAnchor(), endTile, m_buildMode.getGhostRotation());
if (forcedEndRotation.has_value() && !path.empty())
{
// The end tile points into the target, overriding its incoming-step
// orientation (REQ-BLD-BELT-DRAG "Snapping to a building").
m_beltDragPath.back().rotation = *forcedEndRotation;
path.back().rotation = *forcedEndRotation;
}
m_buildMode.setBeltDragPath(std::move(path));
}
std::vector<GameWorldView::BeltDragResolved> GameWorldView::resolveBeltDragPath() const
{
std::vector<BeltDragResolved> resolved;
resolved.reserve(m_beltDragPath.size());
resolved.reserve(m_buildMode.getBeltDragPath().size());
const BuildingDef* def = m_config->buildings.findBuildingDef(BuildingType::Belt);
const int beltCost = (def != nullptr) ? def->cost : 0;
const int stock = m_sim->getBuildingBlocksStock();
int spent = 0;
for (const BeltPathTile& entry : m_beltDragPath)
for (const BeltPathTile& entry : m_buildMode.getBeltDragPath())
{
BeltDragResolved item;
const std::optional<BuildingId> rotateTarget =
@@ -1040,7 +1027,7 @@ void GameWorldView::applyBeltDragPath()
for (std::size_t index = 0; index < resolved.size(); ++index)
{
const BeltDragResolved& item = resolved[index];
const BeltPathTile& entry = m_beltDragPath[index];
const BeltPathTile& entry = m_buildMode.getBeltDragPath()[index];
if (item.action == BeltTileAction::PlaceNew && item.affordable)
{
enqueuePlaceBuilding(BuildingType::Belt, entry.tile, entry.rotation);
@@ -1927,9 +1914,10 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
drawSelectedTunnelConnections(painter, coordinates);
// Builder-mode ghost
if (m_builderType.has_value())
if (m_buildMode.isBuilderMode())
{
if (*m_builderType == BuildingType::Belt && m_dragging)
if (m_buildMode.getBuilderType() == BuildingType::Belt
&& m_buildMode.isDraggingBelt())
{
// Belt drag: a ghost per path tile (REQ-BLD-BELT-DRAG). Rotate-in-place
// and affordable new tiles use the belt colors; occupied/invalid tiles
@@ -1942,7 +1930,7 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
{
continue;
}
const BeltPathTile& entry = m_beltDragPath[index];
const BeltPathTile& entry = m_buildMode.getBeltDragPath()[index];
drawBuildingGhost(painter, coordinates, BuildingType::Belt,
entry.tile, entry.rotation,
/*valid*/ item.action != BeltTileAction::Invalid,
@@ -1955,37 +1943,42 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
// exit) and, when it would complete an existing tunnel, the matched end
// and the tiles between it and the ghost are tinted green
// (REQ-BLD-TUNNEL-MODE).
if (inTunnelMode() && m_ghostValid && m_tunnelPartnerTile.has_value())
const QPoint ghostTile = m_buildMode.getGhostTile();
const std::optional<QPoint>& partnerTile = m_buildMode.getTunnelPartnerTile();
if (m_buildMode.isTunnelMode() && m_buildMode.isGhostValid()
&& partnerTile.has_value())
{
const QColor green = m_visuals->overlays.tunnelPreview;
painter.fillRect(coordinates.tileRect(*m_tunnelPartnerTile), green);
painter.fillRect(coordinates.tileRect(*partnerTile), green);
// Partner and ghost tile are colinear along the tunnel run; tint the
// tiles strictly between them.
const QPoint delta = *m_tunnelPartnerTile - m_ghostTile;
const QPoint delta = *partnerTile - ghostTile;
const QPoint step((delta.x() > 0) - (delta.x() < 0),
(delta.y() > 0) - (delta.y() < 0));
for (QPoint t = m_ghostTile + step; t != *m_tunnelPartnerTile; t += step)
for (QPoint t = ghostTile + step; t != *partnerTile; t += step)
{
painter.fillRect(coordinates.tileRect(t), green);
}
}
drawBuildingGhost(painter, coordinates, effectiveBuilderType(),
m_ghostTile, m_ghostRotation, m_ghostValid,
drawBuildingGhost(painter, coordinates,
m_buildMode.getEffectiveBuilderType(),
ghostTile, m_buildMode.getGhostRotation(),
m_buildMode.isGhostValid(),
/*showPortTargetGlyphs*/ true);
}
}
// Blueprint placement ghost
if (m_blueprintMode.has_value())
if (m_buildMode.isBlueprintMode())
{
for (const BlueprintBuilding& bb : m_blueprintMode->buildings)
for (const BlueprintBuilding& bb : m_buildMode.getBlueprint().buildings)
{
// Locked building types are omitted from the blueprint (REQ-LOCK-BUILDING,
// REQ-LOCK-UI-BLUEPRINT), so they are not ghosted either.
if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
const QPoint anchor = m_blueprintGhostTile + bb.offset;
const QPoint anchor = m_buildMode.getBlueprintGhostTile() + bb.offset;
const bool valid = isValidPlacement(bb.type, anchor, bb.rotation);
drawBuildingGhost(painter, coordinates, bb.type, anchor, bb.rotation,
valid, /*showPortTargetGlyphs*/ false);
@@ -2006,7 +1999,7 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
// Deconstruct tint: while dragging a deconstruct box, tint every covered
// building/site (REQ-BLD-DECONSTRUCT-BOX); otherwise tint the hovered one.
if (m_deconstructMode && m_boxSelecting)
if (m_buildMode.isDeconstructMode() && m_boxSelecting)
{
for (BuildingId id : buildingsInBox(m_boxStartTile, m_boxCurrentTile))
{
@@ -2026,9 +2019,11 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
}
}
}
else if (m_deconstructMode && m_deconstructHoverBuildingId.has_value())
else if (m_buildMode.isDeconstructMode()
&& m_buildMode.getDeconstructHoverBuildingId().has_value())
{
const Building* b = findBuilding(m_sim->getFactoryState(), *m_deconstructHoverBuildingId);
const Building* b = findBuilding(m_sim->getFactoryState(),
*m_buildMode.getDeconstructHoverBuildingId());
if (b)
{
for (const QPoint& cell : b->bodyCells)
@@ -2151,7 +2146,7 @@ void GameWorldView::drawPauseBorder(QPainter& painter)
void GameWorldView::drawDeconstructBorder(QPainter& painter)
{
if (!m_deconstructMode) { return; }
if (!m_buildMode.isDeconstructMode()) { return; }
// Reuse the deconstruct overlay color (with its configured alpha) as the edge color.
drawVignetteBorder(painter, m_visuals->overlays.deconstructTint);
}
@@ -2322,22 +2317,16 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
{
if (event->button() == Qt::RightButton)
{
if (m_builderType.has_value())
{
if (m_dragging)
if (m_buildMode.isBuilderMode() && m_buildMode.isDraggingBelt())
{
// Cancel the in-progress belt drag without placing anything;
// stay in belt builder mode (REQ-BLD-BELT-DRAG).
m_dragging = false;
m_beltDragPath.clear();
m_buildMode.cancelBeltDrag();
}
else
else if (m_buildMode.getMode() != BuildMode::None)
{
exitBuilderMode();
m_buildMode.exitCurrentMode();
}
}
else if (m_blueprintMode.has_value()) { exitBlueprintMode(); }
else if (m_deconstructMode) { toggleDeconstructMode(); }
else if (event->modifiers() & Qt::ShiftModifier)
{
// Shift + right-click copies a building's settings, but only in the
@@ -2353,15 +2342,13 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
const QPoint tile = coordinates.widgetToTile(event->pos());
if (m_builderType.has_value())
if (m_buildMode.isBuilderMode())
{
const BuildingType type = *m_builderType;
if (type == BuildingType::Belt)
if (m_buildMode.getBuilderType() == BuildingType::Belt)
{
// Deferred placement: start the drag and show the path ghost; nothing
// is placed until release (REQ-BLD-BELT-DRAG).
m_dragging = true;
m_beltDragAnchor = tile;
m_buildMode.beginBeltDrag(tile);
m_cursorWorldPos = coordinates.widgetToWorld(event->pos());
recomputeBeltDragPath(tile);
}
@@ -2370,11 +2357,11 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
placeAtTile(tile);
}
}
else if (m_blueprintMode.has_value())
else if (m_buildMode.isBlueprintMode())
{
placeBlueprintAtTile(tile);
}
else if (m_deconstructMode)
else if (m_buildMode.isDeconstructMode())
{
// Start a deconstruct box drag; a plain click resolves as a 1x1 box on
// release (REQ-BLD-DECONSTRUCT-CLICK, REQ-BLD-DECONSTRUCT-BOX).
@@ -2483,32 +2470,34 @@ void GameWorldView::mouseMoveEvent(QMouseEvent* event)
const QPoint tile = coordinates.widgetToTile(event->pos());
m_cursorWorldPos = coordinates.widgetToWorld(event->pos());
if (m_builderType.has_value())
if (m_buildMode.isBuilderMode())
{
m_ghostTile = tile;
m_ghostValid = isValidPlacement(*m_builderType, tile, m_ghostRotation);
m_buildMode.setGhostTile(tile);
m_buildMode.setGhostValidity(
isValidPlacement(m_buildMode.getBuilderType(), tile,
m_buildMode.getGhostRotation()));
if (inTunnelMode())
if (m_buildMode.isTunnelMode())
{
// Resolve entry vs exit and the completion partner for the new hover
// position and sub-tile cursor (REQ-BLD-TUNNEL-MODE).
updateTunnelGhost();
}
if (m_dragging)
if (m_buildMode.isDraggingBelt())
{
// Belt drag: update the previewed path; placement happens on release
// (REQ-BLD-BELT-DRAG).
recomputeBeltDragPath(tile);
}
}
else if (m_blueprintMode.has_value())
else if (m_buildMode.isBlueprintMode())
{
m_blueprintGhostTile = tile;
m_buildMode.setBlueprintGhostTile(tile);
}
else if (m_deconstructMode)
else if (m_buildMode.isDeconstructMode())
{
m_deconstructHoverBuildingId = buildingAtTile(tile);
m_buildMode.setDeconstructHoverBuildingId(buildingAtTile(tile));
if (m_boxSelecting) { m_boxCurrentTile = tile; }
}
else if (m_boxSelecting)
@@ -2521,13 +2510,12 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
{
if (event->button() != Qt::LeftButton) { return; }
if (m_dragging)
if (m_buildMode.isDraggingBelt())
{
// Apply the previewed belt path now that the button is released
// (REQ-BLD-BELT-DRAG).
applyBeltDragPath();
m_dragging = false;
m_beltDragPath.clear();
m_buildMode.cancelBeltDrag();
}
if (m_boxSelecting)
@@ -2537,7 +2525,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
const std::vector<BuildingId> boxIds =
buildingsInBox(m_boxStartTile, m_boxCurrentTile);
if (m_deconstructMode)
if (m_buildMode.isDeconstructMode())
{
const FactoryState& factory = m_sim->getFactoryState();
@@ -2595,7 +2583,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
}
}
m_deconstructHoverBuildingId = std::nullopt;
m_buildMode.setDeconstructHoverBuildingId(std::nullopt);
return;
}
@@ -2607,39 +2595,26 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
// Methods (formerly slots)
// ---------------------------------------------------------------------------
void GameWorldView::toggleDeconstructMode()
{
if (m_deconstructMode)
{
m_deconstructMode = false;
m_deconstructHoverBuildingId = std::nullopt;
}
else
{
if (m_builderType.has_value()) { exitBuilderMode(); }
if (m_blueprintMode.has_value()) { exitBlueprintMode(); }
m_deconstructMode = true;
}
EventManager::getInstance()->sendEventImmediately(
std::make_shared<DeconstructModeChangedEvent>(m_deconstructMode));
}
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); }
}
else if (m_blueprintMode.has_value())
if (m_buildMode.isDraggingBelt())
{
for (BlueprintBuilding& bb : m_blueprintMode->buildings)
recomputeBeltDragPath(m_buildMode.getGhostTile());
}
}
else if (m_buildMode.isBlueprintMode())
{
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*/)

View File

@@ -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