update keyboard shortcuts

This commit is contained in:
2026-06-23 21:43:34 +02:00
parent f818c90af0
commit 31a8915b0f
9 changed files with 151 additions and 81 deletions

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@@ -97,7 +97,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- REQ-BLD-ASTEROID-ONLY: Buildings can only be placed on asteroid tiles (per surface_mask; tiles marked `S` may extend into space).
- REQ-BLD-BUILDER-MODE: Clicking a build button activates builder mode for that building type. Builder mode is exited by right-clicking in the game world or clicking the same build button again.
- REQ-BLD-GHOST: While in builder mode, a ghost of the building is rendered at the tile under the cursor, showing where it would be placed. The ghost is drawn semi-transparently in the building type's own visuals — its `fill` and `outline` colors and `glyph` from `visuals.toml` — so that different building types are visually distinguishable in builder mode rather than all looking alike. When the current cursor position is invalid, the ghost instead uses the distinct "invalid" color (REQ-BLD-PLACE-VALID), which overrides the per-building coloring.
- REQ-BLD-ROTATE: While in builder mode, pressing E rotates the ghost 90° clockwise and Q rotates it 90° counter-clockwise. Rotation affects the direction of the output port.
- REQ-BLD-ROTATE: While in builder mode, pressing Shift+R rotates the ghost 90° clockwise and R rotates it 90° counter-clockwise. Rotation affects the direction of the output port.
- REQ-BLD-PLACE: Clicking a valid tile in builder mode places a construction site and adds it to the build queue, consuming building blocks from the global stock.
- REQ-BLD-PLACE-VALID: A placement position is valid only if (a) every footprint cell in the rotated `surface_mask` is satisfied by the underlying terrain — `A` cells coincide with asteroid tiles, `S` cells coincide with space tiles — (b) no footprint cell overlaps an existing placed building or construction site, except as allowed by REQ-BLD-ROTATE-IN-PLACE, and (c) the player has enough building blocks to afford the building. The ghost (REQ-BLD-GHOST) is rendered in a distinct "invalid" color — overriding its per-building coloring (REQ-BLD-GHOST) — when the current cursor position fails any of these conditions.
- REQ-BLD-ROTATE-IN-PLACE: If the ghost's footprint exactly coincides with the footprint of an existing placed building or construction site of the same building type, clicking places no new construction site and consumes no building blocks. Instead, the existing building or site is rotated to match the ghost's rotation. If the target is a construction site, its construction progress is preserved. This applies in both normal builder mode and blueprint placement mode; in blueprint placement mode it is evaluated per building in the blueprint independently — buildings in the blueprint whose footprint coincides with an existing same-type building or site are rotated in place, while the remaining buildings in the blueprint are placed as normal construction sites (subject to the usual validity checks and total cost).
@@ -121,8 +121,8 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
- An item matching neither output's filter is routed to the unfiltered output. If both outputs have a filter and the item matches neither, the splitter stalls and moves no items until the situation is resolved.
- If neither output has a filter, items are distributed by strict alternation.
- In all alternation cases, if one output is blocked the item goes to the other output until it unblocks.
- REQ-BLD-TUNNEL-ENTRY: **Tunnel Entry** (1×1): The sending end of a tunnel pair. The player sets a direction (N, S, E, W) at placement, rotatable with Q/E. Items arriving from an adjacent belt tile whose direction points into the entry are forwarded through the tunnel to the paired Tunnel Exit (see REQ-BLD-TUNNEL-PAIR, REQ-BLD-TUNNEL-TRANSIT). If the entry is unpaired, or if the paired exit's output is blocked, the entry blocks like a full belt tile.
- REQ-BLD-TUNNEL-EXIT: **Tunnel Exit** (1×1): The receiving end of a tunnel pair. The player sets a direction at placement, rotatable with Q/E. Items received from the paired Tunnel Entry emerge from the output side of the exit tile — the tile adjacent in the exit's facing direction — continuing in that direction. If the exit is unpaired or its output is blocked, it holds received items until they can advance.
- REQ-BLD-TUNNEL-ENTRY: **Tunnel Entry** (1×1): The sending end of a tunnel pair. The player sets a direction (N, S, E, W) at placement, rotatable with R/Shift+R. Items arriving from an adjacent belt tile whose direction points into the entry are forwarded through the tunnel to the paired Tunnel Exit (see REQ-BLD-TUNNEL-PAIR, REQ-BLD-TUNNEL-TRANSIT). If the entry is unpaired, or if the paired exit's output is blocked, the entry blocks like a full belt tile.
- REQ-BLD-TUNNEL-EXIT: **Tunnel Exit** (1×1): The receiving end of a tunnel pair. The player sets a direction at placement, rotatable with R/Shift+R. Items received from the paired Tunnel Entry emerge from the output side of the exit tile — the tile adjacent in the exit's facing direction — continuing in that direction. If the exit is unpaired or its output is blocked, it holds received items until they can advance.
- REQ-BLD-TUNNEL-PAIR: **Tunnel pairing rules.** Pairing is re-evaluated for all Tunnel Entries whenever any Tunnel Entry or Tunnel Exit is placed or demolished.
- A Tunnel Entry searches tile-by-tile in its facing direction for a partner. Any tunnel building (entry or exit) that faces a *different* direction is ignored and skipped. The search stops at the first tunnel building that faces the *same* direction as the searching entry.
- If that first same-direction tunnel building is a Tunnel Exit, is within `tunnel_max_distance` tiles of the entry, and is not already paired with a closer entry, the two form a pair.
@@ -207,7 +207,7 @@ Modules in `modules.toml` define a `surface_mask` — a list of strings that des
### Module Placement
- REQ-MOD-PLACEMENT: In the layout configuration dialog (REQ-MOD-UI-DIALOG), the player places modules onto the ship's layout grid. Clicking a module button in the module selection grid enters module placement mode for that module type. While in placement mode, a ghost of the module's surface mask is rendered at the cell under the cursor. Clicking a valid position places one instance of the module. A position is valid if every `O` cell in the module's (rotated) surface mask coincides with an unoccupied buildable cell of the ship's layout. The player may place unlimited instances of the same module type.
- REQ-MOD-ROTATION: While in module placement mode, pressing Q rotates the module ghost 90° counter-clockwise and E rotates it 90° clockwise. Rotation transforms the surface mask grid identically to building rotation (REQ-BLD-ROTATE).
- REQ-MOD-ROTATION: While in module placement mode, pressing R rotates the module ghost 90° counter-clockwise and Shift+R rotates it 90° clockwise. Rotation transforms the surface mask grid identically to building rotation (REQ-BLD-ROTATE).
- REQ-MOD-REMOVE: The module selection grid includes a "Remove" button. Clicking it enters remove mode. In remove mode, clicking on a cell occupied by a placed module removes that entire module instance from the layout. Remove mode is exited by clicking the Remove button again or by selecting a module for placement.
### Module Effects
@@ -401,14 +401,17 @@ The screen is divided into two columns: a main column (75% width) containing the
- **Space** — toggles pause. Pressing Space pauses (sets speed to 0×) and stores the previously selected non-zero speed; pressing Space again restores that speed.
- **W** — increases game speed by one step in the sequence 0×, 0.5×, 1×, 2×, 4× (no wrap-around past 4×).
- **S** — decreases game speed by one step in the same sequence (no wrap-around past 0×).
- **Backspace** — activates demolish mode; Backspace again exits it. (See also REQ-UI-DEMOLISH-BUTTON for the equivalent button.)
- **Q / E** — in builder mode, rotate the ghost counter-clockwise / clockwise (REQ-BLD-ROTATE).
- **A / D** — scroll the view left / right (REQ-UI-SCROLL).
- **Q** — context-sensitive. If a build mode is active (builder mode or blueprint placement mode), pressing Q exits it. Otherwise, pressing Q toggles demolish mode: it enters demolish mode if inactive, or exits demolish mode if already active. (See also REQ-UI-DEMOLISH-BUTTON for the equivalent button.)
- **R / Shift+R** — in builder mode, rotate the ghost counter-clockwise / clockwise (REQ-BLD-ROTATE).
- **Escape** — opens the escape menu (REQ-UI-GAME-MENU).
- **M** — toggles debug draw mode (REQ-UI-DEBUG-DRAW).
- **Build mode selection** — pressing a build hotkey activates builder mode for the corresponding building type, equivalent to clicking its build button (REQ-BLD-BUILDER-MODE):
- **1** — Belt, **2** — Splitter, **3** — Tunnel Entry, **4** — Tunnel Exit.
- **Shift+1** — Miner, **Shift+2** — Smelter, **Shift+3** — Assembler, **Shift+4** — Shipyard, **Shift+5** — Salvage Bay, **Shift+6** — Reprocessing Plant.
### Debug Draw
- REQ-UI-DEBUG-DRAW: A debug draw mode can be toggled on and off with the **M** key (REQ-UI-HOTKEYS). It is inactive by default. While active, the sensor range of every ship — both player and enemy — is drawn as a circle centered on the ship, using that ship schematic's outline color from `visuals.toml`.
- REQ-UI-DEBUG-DRAW: A debug draw mode can be toggled on and off with the **F3** key. It is inactive by default. While active, the sensor range of every ship — both player and enemy — is drawn as a circle centered on the ship, using that ship schematic's outline color from `visuals.toml`.
- REQ-UI-DEBUG-OVERLAY: While debug draw mode is active (REQ-UI-DEBUG-DRAW), a text overlay is drawn in the upper left corner of the game world view. The overlay has a semi-transparent black background sized to fit its content. It displays the following lines of text:
- `Accumulated Threat Level: <level>` — where `<level>` is the current accumulated threat level (see REQ-WAV-THREAT-RATE).
@@ -447,7 +450,7 @@ The screen is divided into two columns: a main column (75% width) containing the
- REQ-UI-BUILD-GRID: All placeable building types are shown as a flat grid of buttons with no grouping.
- REQ-UI-BUILD-COST: Each button caption shows the building name and its building block cost, e.g. "Belt: 2 Blocks".
- REQ-UI-BUILD-DISABLED: Buttons for buildings the player cannot currently afford are shown as disabled.
- REQ-UI-DEMOLISH-BUTTON: A dedicated **Demolish** button is shown in the build button grid. Clicking it toggles demolish mode on and off, equivalent to pressing Backspace (REQ-UI-HOTKEYS). The button is shown in a visually active/pressed state while demolish mode is active.
- REQ-UI-DEMOLISH-BUTTON: A dedicated **Demolish** button is shown in the build button grid. Clicking it toggles demolish mode on and off, equivalent to the Q demolish toggle (REQ-UI-HOTKEYS). The button is shown in a visually active/pressed state while demolish mode is active.
### Blueprint Panel
@@ -459,7 +462,7 @@ The screen is divided into two columns: a main column (75% width) containing the
- REQ-UI-BLUEPRINT-BUTTON: Each blueprint entry consists of a blueprint button and a dedicated delete icon ("×") placed to the right of the button. The blueprint button displays the blueprint name and, below it, the total building block cost of the blueprint (sum of the individual costs of all constituent buildings). A blueprint button is disabled when the player cannot afford the total cost. Clicking an enabled blueprint button enters blueprint placement mode for that blueprint. The delete icon is always enabled regardless of whether the player can afford the blueprint.
- REQ-UI-BLUEPRINT-MODE: In blueprint placement mode a ghost is rendered for every building in the blueprint at the position determined by its stored tile offset from the bounding-box center, which is anchored to the tile under the cursor. Each ghost is rendered individually as valid or invalid, applying REQ-BLD-PLACE-VALID conditions (a) and (b) per building (the other ghosts in the same blueprint do not count as existing buildings for the overlap check). A valid ghost uses its building type's semi-transparent per-building coloring (REQ-BLD-GHOST); an invalid ghost uses the distinct "invalid" color, as in single-building builder mode. Pressing Q/E rotates the entire constellation 90° counter-clockwise / clockwise: each building's tile offset is rotated around the bounding-box center and each building's own rotation is updated, consistent with REQ-BLD-ROTATE. Blueprint placement mode is exited by right-clicking in the game world. Clicking a different blueprint button exits the current mode and enters blueprint placement mode for the newly clicked blueprint.
- REQ-UI-BLUEPRINT-MODE: In blueprint placement mode a ghost is rendered for every building in the blueprint at the position determined by its stored tile offset from the bounding-box center, which is anchored to the tile under the cursor. Each ghost is rendered individually as valid or invalid, applying REQ-BLD-PLACE-VALID conditions (a) and (b) per building (the other ghosts in the same blueprint do not count as existing buildings for the overlap check). A valid ghost uses its building type's semi-transparent per-building coloring (REQ-BLD-GHOST); an invalid ghost uses the distinct "invalid" color, as in single-building builder mode. Pressing R / Shift+R rotates the entire constellation 90° counter-clockwise / clockwise: each building's tile offset is rotated around the bounding-box center and each building's own rotation is updated, consistent with REQ-BLD-ROTATE. Blueprint placement mode is exited by right-clicking in the game world. Clicking a different blueprint button exits the current mode and enters blueprint placement mode for the newly clicked blueprint.
- REQ-UI-BLUEPRINT-PLACE: Left-clicking in blueprint placement mode places the blueprint if (a) every building in the constellation satisfies REQ-BLD-PLACE-VALID conditions (a) and (b) at its resolved tile, and (b) the player has enough building blocks to afford the total cost. If both conditions are met, a construction site is added to the build queue for each building in the blueprint and the full total cost is deducted from the global building blocks stock in one transaction. If a recipe ID is stored for a building, it is applied to the construction site immediately. If a schematic ID is stored, it is applied only if that schematic is currently unlocked; if it is not unlocked, the shipyard's schematic is left unset. If splitter output filters are stored, they are applied to the construction site immediately and carry over when it finishes building (REQ-BLD-SITE-CONFIG). Locked recipe IDs and splitter filter entries for locked item types are handled on placement per REQ-LOCK-UI-BLUEPRINT. After a successful placement the game remains in blueprint placement mode, allowing the player to place the same blueprint again immediately.