Implement T hotkey for temporary blueprint from selection
Add a TemporaryBlueprintRequestedEvent emitted by GameWorldView on the T key. BlueprintPanel handles it by building a blueprint from the current selection (reusing createBlueprintFromSelection) and entering placement mode via BlueprintPlacementRequestedEvent, without adding it to the list or persisting it. Right-click exits and discards the temporary blueprint through the existing exit path. No-op when nothing placeable is selected. Implements REQ-UI-BLUEPRINT-TEMP. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VGNNLeFWhVzvxkK9qVXP2K
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@@ -22,6 +22,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/DemolishModeToggleRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPlacementRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ExitBlueprintModeRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/TemporaryBlueprintRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/SpeedChangeRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/LayoutDialogRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionRequestedEvent.h
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@@ -0,0 +1,9 @@
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#pragma once
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#include "Event.h"
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// Emitted when the player presses the temporary-blueprint hotkey (REQ-UI-BLUEPRINT-TEMP).
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// Carries no payload: the blueprint is built from the current selection by the receiver.
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class TemporaryBlueprintRequestedEvent : public Event
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{
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};
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@@ -339,3 +339,17 @@ void BlueprintPanel::handleEvent(std::shared_ptr<const BlueprintModeExitedEvent>
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{
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clearActiveBlueprintButton();
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}
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void BlueprintPanel::handleEvent(std::shared_ptr<const TemporaryBlueprintRequestedEvent> /*event*/)
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{
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// Temporary blueprint (REQ-UI-BLUEPRINT-TEMP): build from the current selection and
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// enter placement mode without adding it to the list or persisting it. If nothing
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// player-placeable is selected, do nothing.
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Blueprint bp = createBlueprintFromSelection();
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if (bp.buildings.empty()) { return; }
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// No saved blueprint is active while a temporary one is being placed.
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clearActiveBlueprintButton();
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<BlueprintPlacementRequestedEvent>(std::move(bp)));
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}
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@@ -11,6 +11,7 @@
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#include "EventHandler.h"
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#include "GameConfig.h"
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#include "SelectionChangedEvent.h"
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#include "TemporaryBlueprintRequestedEvent.h"
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#include "Tick.h"
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class Simulation;
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@@ -21,7 +22,8 @@ class QVBoxLayout;
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class BlueprintPanel : public QWidget,
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public CombinedEventHandler<BuildingBlocksChangedEvent,
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SelectionChangedEvent,
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BlueprintModeExitedEvent>
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BlueprintModeExitedEvent,
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TemporaryBlueprintRequestedEvent>
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{
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Q_OBJECT
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@@ -33,6 +35,7 @@ private:
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void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const SelectionChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const BlueprintModeExitedEvent> event) override;
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void handleEvent(std::shared_ptr<const TemporaryBlueprintRequestedEvent> event) override;
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private slots:
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void onCreateClicked();
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@@ -56,6 +56,7 @@
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#include "EscapeMenuRequestedEvent.h"
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#include "TracePrintRequestedEvent.h"
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#include "BuildHotkeyPressedEvent.h"
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#include "TemporaryBlueprintRequestedEvent.h"
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#include "BossWaveUpdatedEvent.h"
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#include "BuilderModeExitedEvent.h"
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#include "BlueprintModeExitedEvent.h"
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@@ -1582,6 +1583,13 @@ void GameWorldView::keyPressEvent(QKeyEvent* event)
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else if (m_blueprintMode.has_value()) { exitBlueprintMode(); }
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else { toggleDemolishMode(); }
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break;
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case Qt::Key_T:
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// Request a temporary blueprint from the current selection (REQ-UI-BLUEPRINT-TEMP).
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// The BlueprintPanel owns the selection and blueprint-capture logic; it decides
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// whether anything placeable is selected and drives placement mode from there.
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<TemporaryBlueprintRequestedEvent>());
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break;
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case Qt::Key_Escape:
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<EscapeMenuRequestedEvent>());
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