target single-building transfers by hovering, not by footprint coincidence

This commit is contained in:
2026-08-06 20:31:51 +02:00
parent 98deab932a
commit 3b37b0ecf8
6 changed files with 171 additions and 68 deletions

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@@ -606,7 +606,7 @@ Blueprints occupy no permanent screen space. They are saved with **Ctrl+C** from
Clicking anywhere on an enabled card other than its delete icon closes the dialog and enters blueprint placement mode for that blueprint (REQ-UI-BLUEPRINT-MODE). A card is disabled when the player cannot currently afford its total cost; a disabled card is rendered dimmed and clicking it does nothing (consistent with REQ-UI-BUILD-DISABLED), and neither closes the dialog nor enters placement mode. 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 (excluding any of a currently locked building type, REQ-LOCK-BUILDING, which is omitted entirely per REQ-LOCK-UI-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; a ghost over a configuration-transfer target uses the distinct "transfer" color instead of either (REQ-UI-BLUEPRINT-TRANSFER), and a ghost over a compatible overlap counts as valid and keeps the ordinary per-building coloring (REQ-UI-BLUEPRINT-OVERLAP). 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. Opening the blueprint selection dialog while placement mode is active (REQ-UI-BLUEPRINT-DIALOG) leaves the mode active — closing the dialog without picking a card returns to it unchanged — while clicking a card exits the current mode and enters blueprint placement mode for the newly picked blueprint.
- REQ-UI-BLUEPRINT-MODE: In blueprint placement mode a ghost is rendered for every building in the blueprint (excluding any of a currently locked building type, REQ-LOCK-BUILDING, which is omitted entirely per REQ-LOCK-UI-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; a ghost over a configuration-transfer target uses the distinct "transfer" color instead of either and, for a single-building blueprint, is drawn snapped onto the target rather than at the blueprint's own position (REQ-UI-BLUEPRINT-TRANSFER); a ghost over a compatible overlap counts as valid and keeps the ordinary per-building coloring (REQ-UI-BLUEPRINT-OVERLAP). 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. Opening the blueprint selection dialog while placement mode is active (REQ-UI-BLUEPRINT-DIALOG) leaves the mode active — closing the dialog without picking a card returns to it unchanged — while clicking a card exits the current mode and enters blueprint placement mode for the newly picked blueprint.
- REQ-UI-BLUEPRINT-PLACE: This describes placing the blueprint's buildings as new construction sites. Ghosts sitting on a building that is already there are handled elsewhere and place nothing: a configuration-transfer target receives the blueprint's stored settings instead (REQ-UI-BLUEPRINT-TRANSFER), and a compatible overlap is left alone (REQ-UI-BLUEPRINT-OVERLAP). Both still take part in the single all-or-nothing click described here. Buildings of a currently locked building type (REQ-LOCK-BUILDING) are first excluded from the blueprint for this placement, per REQ-LOCK-UI-BLUEPRINT — they are not ghosted, not validity-checked, not placed, and their cost is excluded from the total. Left-clicking in blueprint placement mode then places the (remaining) 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. Buildings that are compatible overlaps (REQ-UI-BLUEPRINT-OVERLAP) or configuration-transfer targets (REQ-UI-BLUEPRINT-TRANSFER) are excluded from the total cost and are not placed, but do not block the placement; a transfer target additionally receives the blueprint's stored settings. If both conditions are met, a construction site is added to the build queue for each remaining 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.
@@ -616,9 +616,9 @@ Blueprints occupy no permanent screen space. They are saved with **Ctrl+C** from
A coinciding same-type building whose **rotation differs** is not a compatible overlap: the blueprint cannot rotate it (REQ-BLD-ROTATE-IN-PLACE no longer applies here), so the position is an ordinary occupied-tile overlap and therefore invalid.
**Order of the two rules.** A ghost over a coinciding same-type building is tested for a configuration transfer (REQ-UI-BLUEPRINT-TRANSFER) first, and this requirement governs only what that test does not claim. Because a coinciding building of a **configurable** type always transfers, this requirement covers exactly the types that have nothing to configure:
**Order of the two rules.** A ghost is tested for a configuration transfer (REQ-UI-BLUEPRINT-TRANSFER) first, and this requirement governs only what that test does not claim. Because a coinciding building of a **configurable** type always transfers, this requirement covers exactly the types that have nothing to configure:
- **Configurable type** (Miner, Assembler, Shipyard, Splitter) — a transfer, never a compatible overlap. It is drawn in the transfer color and hands the blueprint's settings over.
- **Type with no settings** (Smelter, Reprocessing Plant, Salvage Bay, belt, tunnel end) — a compatible overlap if the rotation matches, invalid otherwise. There is nothing to hand over, so the building is simply left as it is and the ghost keeps its ordinary color.
- **Type with no settings** (Smelter, Reprocessing Plant, Salvage Bay, belt, tunnel end) — a compatible overlap if the rotation matches, invalid otherwise. There is nothing to hand over, so the building is simply left as it is and the ghost keeps its ordinary color. This holds for a single-building blueprint too: the cursor hit-test of REQ-UI-BLUEPRINT-TRANSFER applies only to configurable types, so hovering a belt with a belt blueprint still just overlaps it.
A single blueprint can hold both kinds at once, and each ghost is judged on its own: dropping a constellation over a partial copy of itself may reconfigure some of the buildings already there (cyan) while leaving others untouched (ordinary color) and placing the rest as new construction sites.
@@ -626,8 +626,9 @@ Blueprints occupy no permanent screen space. They are saved with **Ctrl+C** from
A blueprint ghost is a **configuration-transfer target** when all of the following hold:
- The building is of a **configurable building type** — one with player-facing settings: Miner and Assembler (recipe), Shipyard (schematic and module layout), Splitter (output filters). Whether anything was actually configured at capture time is irrelevant; an unconfigured source transfers its unconfigured state (see below). Building types with no settings at all (Smelter, Reprocessing Plant, Salvage Bay, belts, tunnel entries and exits, the HQ) never transfer; a coinciding building of those types is a compatible overlap instead (REQ-UI-BLUEPRINT-OVERLAP).
- The ghost's footprint **exactly coincides** with the footprint of an existing placed building or construction site of the same building type: the same coincidence test as REQ-BLD-ROTATE-IN-PLACE. A ghost that merely overlaps such a building without coinciding is not a transfer target.
- The target has the **same rotation** as the ghost — which is what makes the position valid at all (REQ-UI-BLUEPRINT-OVERLAP), since blueprint placement may not re-orient anything. **Exception:** when the blueprint holds **exactly one** building, rotation is disregarded and a differently-facing target transfers exactly like an identically-facing one. A transfer never rotates anything, so for the deliberate one-click gesture the target's facing is beside the point; inside a constellation it still has to match, or the placement would be invalid there.
- There is a target, found in one of two ways depending on the blueprint's size, because the two are different gestures:
- **Single-building blueprint** — the target is the building or construction site **under the cursor**, if it is of the same type. There is no coincidence test at all: the target's rotation, its footprint, and its alignment with the ghost are all irrelevant. The ghost is drawn **snapped onto the target**, at the target's own anchor and rotation, so it shows what the click will act on rather than where a building would go. This is the copying gesture, and a footprint test made it unusable for buildings that are not square: a Shipyard rotated 90° covers different tiles altogether, so no amount of lining up would ever match a differently-facing one.
- **Multi-building blueprint** — the ghost's footprint must **exactly coincide** with the footprint of an existing building or site of the same type (the coincidence test of REQ-BLD-ROTATE-IN-PLACE), and that target must have the **same rotation** as the ghost, which is what makes the position valid at all (REQ-UI-BLUEPRINT-OVERLAP). A constellation is placed as a layout, so its ghosts stay where the blueprint puts them: nothing snaps to the cursor and nothing is re-oriented.
At a transfer target:
- The ghost is drawn in a distinct **transfer** color read from `visuals.toml [overlays]`, overriding both the per-building coloring and the "invalid" color (REQ-BLD-GHOST, REQ-BLD-PLACE-VALID). The position counts as valid despite the occupied tiles (REQ-BLD-PLACE-VALID condition (b)).