Auto-open layout dialog when a new shipyard schematic is selected
Implement REQ-MOD-UI-AUTO-DIALOG: picking a new schematic for a shipyard via the manual selection dialog now opens the layout configuration dialog immediately. Only triggers on an actual schematic change; copy-settings and blueprint placement are unaffected. Extract the ShipLayoutDialog-opening logic into a reusable MainWindow::openShipLayoutDialog helper. Because SetRecipeCommand is queued and clears the layout, the auto-open passes the chosen schematic and an empty layout explicitly rather than reading stale building state. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01DZR44tA8sn4dPqDzAVXyps
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@@ -220,33 +220,13 @@ void MainWindow::handleEvent(std::shared_ptr<const EscapeMenuRequestedEvent> /*e
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}
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}
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void MainWindow::handleEvent(std::shared_ptr<const LayoutDialogRequestedEvent> event)
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void MainWindow::openShipLayoutDialog(BuildingId shipyardId,
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const std::string& schematicId,
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const ShipLayoutConfig& currentLayout)
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{
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const double prevSpeed = m_gameWorldView->gameSpeed();
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m_gameWorldView->setGameSpeed(0.0);
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// A construction site has no Building yet; fall back to its site record so
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// the shipyard layout can be configured before it is built (REQ-BLD-SITE-CONFIG).
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const Building* b = m_sim->buildings().findBuilding(event->shipyardId);
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const ConstructionSite* s =
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b ? nullptr : m_sim->buildings().findSite(event->shipyardId);
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if (!b && !s)
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{
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m_gameWorldView->setGameSpeed(prevSpeed);
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m_gameWorldView->resetFrameTimer();
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return;
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}
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const std::string& schematicId = b ? b->recipeId : s->recipeId;
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const std::optional<ShipLayoutConfig>& layoutOpt =
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b ? b->shipLayout : s->shipLayout;
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ShipLayoutConfig currentLayout;
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if (layoutOpt.has_value())
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{
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currentLayout = *layoutOpt;
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}
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std::set<std::string> unlockedModuleIds;
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for (const ModuleDef& def : m_sim->config().modules.modules)
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{
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@@ -265,7 +245,7 @@ void MainWindow::handleEvent(std::shared_ptr<const LayoutDialogRequestedEvent> e
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{
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std::shared_ptr<SetShipLayoutCommand> command =
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std::make_shared<SetShipLayoutCommand>();
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command->id = event->shipyardId;
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command->id = shipyardId;
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command->layout = *dialog.result();
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<CommandRequestedEvent>(command));
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@@ -275,6 +255,31 @@ void MainWindow::handleEvent(std::shared_ptr<const LayoutDialogRequestedEvent> e
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m_gameWorldView->resetFrameTimer();
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}
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void MainWindow::handleEvent(std::shared_ptr<const LayoutDialogRequestedEvent> event)
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{
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// A construction site has no Building yet; fall back to its site record so
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// the shipyard layout can be configured before it is built (REQ-BLD-SITE-CONFIG).
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const Building* b = m_sim->buildings().findBuilding(event->shipyardId);
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const ConstructionSite* s =
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b ? nullptr : m_sim->buildings().findSite(event->shipyardId);
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if (!b && !s)
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{
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return;
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}
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const std::string& schematicId = b ? b->recipeId : s->recipeId;
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const std::optional<ShipLayoutConfig>& layoutOpt =
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b ? b->shipLayout : s->shipLayout;
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ShipLayoutConfig currentLayout;
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if (layoutOpt.has_value())
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{
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currentLayout = *layoutOpt;
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}
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openShipLayoutDialog(event->shipyardId, schematicId, currentLayout);
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}
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void MainWindow::handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent> event)
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{
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const double prevSpeed = m_gameWorldView->gameSpeed();
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@@ -293,12 +298,18 @@ void MainWindow::handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent
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}
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const BuildingType type = b ? b->type : s->type;
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// Captured as a copy: a queued command may drain during the modal dialog's
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// event loop and reallocate the building vectors, so b/s must not be
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// dereferenced after dialog.exec() returns.
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const std::string oldSchematic = b ? b->recipeId : s->recipeId;
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const std::vector<RecipeSelectionOption> options =
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buildRecipeSelectionOptions(type, *m_sim, m_sim->config());
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const QString title = (type == BuildingType::Shipyard)
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? tr("Select Schematic")
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: tr("Select Recipe");
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bool autoOpenLayout = false;
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std::string chosenSchematic;
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RecipeSelectionDialog dialog(options, title, this);
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if (dialog.exec() == QDialog::Accepted && dialog.getChosenId().has_value())
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{
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@@ -307,10 +318,27 @@ void MainWindow::handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent
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command->recipeId = *dialog.getChosenId();
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<CommandRequestedEvent>(command));
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// REQ-MOD-UI-AUTO-DIALOG: picking a new schematic for a shipyard opens the
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// layout configuration dialog immediately. Only on an actual change.
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if (type == BuildingType::Shipyard && *dialog.getChosenId() != oldSchematic)
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{
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autoOpenLayout = true;
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chosenSchematic = *dialog.getChosenId();
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}
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}
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m_gameWorldView->setGameSpeed(prevSpeed);
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m_gameWorldView->resetFrameTimer();
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// The SetRecipeCommand above is queued (drains on a later frame) and clears
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// the shipyard's layout, so open the dialog with the chosen schematic and an
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// empty layout rather than reading the not-yet-updated building state. Speed
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// is already restored so the helper snapshots the real speed to restore.
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if (autoOpenLayout)
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{
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openShipLayoutDialog(event->buildingId, chosenSchematic, ShipLayoutConfig{});
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}
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}
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void MainWindow::handleEvent(std::shared_ptr<const GameOverEvent> /*event*/)
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@@ -15,6 +15,7 @@
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#include "WinEvent.h"
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#include "RecipeSelectionRequestedEvent.h"
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#include "SchematicChoicesAvailableEvent.h"
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#include "ShipLayout.h"
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#include "ShipLayoutBlueprint.h"
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#include "Tick.h"
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#include "VisualsConfig.h"
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@@ -57,6 +58,12 @@ private:
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void handleEvent(std::shared_ptr<const EscapeMenuRequestedEvent> event) override;
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void handleEvent(std::shared_ptr<const LayoutDialogRequestedEvent> event) override;
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void handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent> event) override;
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// Opens the shipyard layout configuration dialog for the given schematic and
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// current layout, applying the result via SetShipLayoutCommand (REQ-MOD-UI-DIALOG).
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void openShipLayoutDialog(BuildingId shipyardId,
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const std::string& schematicId,
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const ShipLayoutConfig& currentLayout);
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void layoutPanels();
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private:
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