implement copy building settings with shift + click gesture
This commit is contained in:
51
src/lib/sim/BuildingConfig.cpp
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51
src/lib/sim/BuildingConfig.cpp
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@@ -0,0 +1,51 @@
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#include "BuildingConfig.h"
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#include "BeltSystem.h"
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "Simulation.h"
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std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id)
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{
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const Building* building = sim.buildings().findBuilding(id);
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const ConstructionSite* site = building ? nullptr : sim.buildings().findSite(id);
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if (!building && !site)
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{
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return std::nullopt;
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}
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BuildingConfig config;
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config.type = building ? building->type : site->type;
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const std::string& recipeId = building ? building->recipeId : site->recipeId;
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if (!recipeId.empty())
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{
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config.recipeId = recipeId;
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}
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config.shipLayout = building ? building->shipLayout : site->shipLayout;
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if (config.type == BuildingType::Splitter)
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{
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config.isSplitter = true;
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if (building)
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{
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// Operational splitter filters live in the BeltSystem, keyed by tile.
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const std::optional<BeltSystem::SplitterInfo> info =
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sim.belts().getSplitterInfo(building->anchor);
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if (info.has_value())
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{
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config.splitterFilterA = info->filterA;
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config.splitterFilterB = info->filterB;
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}
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}
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else
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{
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// A site keeps its pre-completion filters on the ConstructionSite.
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config.splitterFilterA = site->splitterFilterA;
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config.splitterFilterB = site->splitterFilterB;
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}
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}
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return config;
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}
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40
src/lib/sim/BuildingConfig.h
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40
src/lib/sim/BuildingConfig.h
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@@ -0,0 +1,40 @@
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#pragma once
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#include <optional>
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#include <string>
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#include <vector>
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#include "BuildingId.h"
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#include "BuildingType.h"
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#include "ItemType.h"
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#include "ShipLayout.h"
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class Simulation;
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// The user-configurable settings of a single building or construction site: the
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// selected recipe / ship schematic, the shipyard module layout, and (for
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// splitters) the two output filters. Shared by the copy-settings gesture
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// (REQ-BLD-COPY-CONFIG) and blueprint capture (REQ-UI-BLUEPRINT-STORAGE).
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struct BuildingConfig
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{
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BuildingType type = BuildingType::Miner;
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// Selected recipe (Miner / Assembler) or ship schematic id (Shipyard); unset
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// when nothing is selected.
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std::optional<std::string> recipeId;
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// Shipyard module layout (REQ-MOD-LAYOUT).
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std::optional<ShipLayoutConfig> shipLayout;
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// Splitter output filters (empty = accept all). isSplitter distinguishes an
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// empty-filter splitter (a valid accept-all configuration) from a building
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// type that has no splitter filters at all.
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bool isSplitter = false;
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std::vector<ItemType> splitterFilterA;
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std::vector<ItemType> splitterFilterB;
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};
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// Reads the current configuration of the building or construction site identified
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// by id, handling operational buildings and sites alike. Returns std::nullopt if
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// no such building or site exists.
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std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id);
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@@ -10,6 +10,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.h
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${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/Building.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.h
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h
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@@ -31,6 +32,7 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/ReplayPlayer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp
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133
src/test/BuildingConfigTest.cpp
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133
src/test/BuildingConfigTest.cpp
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@@ -0,0 +1,133 @@
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#include "catch.hpp"
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#include "Building.h"
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#include "BuildingConfig.h"
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#include "BuildingSystem.h"
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#include "BuildingType.h"
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#include "ConfigLoader.h"
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#include "GameConfig.h"
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#include "Rotation.h"
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#include "ShipLayout.h"
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#include "ShipsConfig.h"
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#include "Simulation.h"
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#include "SimulationTestAccess.h"
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// readBuildingConfig underpins the copy-settings gesture (REQ-BLD-COPY-CONFIG):
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// it extracts a building's recipe / schematic / layout / splitter filters so they
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// can be stamped onto a same-type building. It reads operational buildings and
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// construction sites alike.
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namespace
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{
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GameConfig loadConfig()
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{
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return ConfigLoader::loadFromDirectory(CONFIG_DIR);
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}
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const BuildingDef* findDef(const GameConfig& cfg, BuildingType type)
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{
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for (const BuildingDef& def : cfg.buildings.buildings)
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{
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if (def.type == type) { return &def; }
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}
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return nullptr;
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}
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BuildingId placeOperational(Simulation& sim, const GameConfig& cfg,
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BuildingType type, QPoint anchor)
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{
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const BuildingDef* def = findDef(cfg, type);
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REQUIRE(def != nullptr);
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return SimulationTestAccess::buildings(sim).placeImmediate(
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type, def->surfaceMask, anchor, Rotation::East);
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}
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const ShipDef* findAvailableSchematic(const GameConfig& cfg)
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{
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for (const ShipDef& def : cfg.ships.ships)
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{
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if (def.unlockAtStationLevel == -1) { return &def; }
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}
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return nullptr;
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}
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} // namespace
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TEST_CASE("readBuildingConfig returns a miner's selected recipe", "[copyconfig]")
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{
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const GameConfig cfg = loadConfig();
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Simulation sim(loadConfig(), 7);
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const BuildingId id = placeOperational(sim, cfg, BuildingType::Miner, QPoint(0, 0));
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SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
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const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
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REQUIRE(config.has_value());
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CHECK(config->type == BuildingType::Miner);
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REQUIRE(config->recipeId.has_value());
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CHECK(*config->recipeId == "mine_iron_ore");
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CHECK_FALSE(config->isSplitter);
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CHECK_FALSE(config->shipLayout.has_value());
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}
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TEST_CASE("readBuildingConfig leaves recipe unset when nothing is selected",
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"[copyconfig]")
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{
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const GameConfig cfg = loadConfig();
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Simulation sim(loadConfig(), 7);
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const BuildingId id = placeOperational(sim, cfg, BuildingType::Assembler, QPoint(0, 0));
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const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
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REQUIRE(config.has_value());
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CHECK(config->type == BuildingType::Assembler);
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CHECK_FALSE(config->recipeId.has_value()); // nothing to copy
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CHECK_FALSE(config->isSplitter);
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}
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TEST_CASE("readBuildingConfig returns a shipyard's schematic and layout",
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"[copyconfig]")
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{
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const GameConfig cfg = loadConfig();
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Simulation sim(loadConfig(), 7);
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const ShipDef* schematic = findAvailableSchematic(cfg);
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REQUIRE(schematic != nullptr);
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const BuildingId id = placeOperational(sim, cfg, BuildingType::Shipyard, QPoint(0, 0));
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SimulationTestAccess::buildings(sim).setRecipe(id, schematic->id);
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SimulationTestAccess::buildings(sim).setShipLayout(id, ShipLayoutConfig{});
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const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
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REQUIRE(config.has_value());
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CHECK(config->type == BuildingType::Shipyard);
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REQUIRE(config->recipeId.has_value());
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CHECK(*config->recipeId == schematic->id);
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CHECK(config->shipLayout.has_value());
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}
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TEST_CASE("readBuildingConfig reads a queued construction site", "[copyconfig]")
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{
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const GameConfig cfg = loadConfig();
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Simulation sim(loadConfig(), 7);
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// A placed miner enters the construction queue as a site (not yet operational).
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const BuildingId id =
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SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-2, 0), Rotation::East);
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REQUIRE(id != kInvalidBuildingId);
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REQUIRE(sim.buildings().findBuilding(id) == nullptr);
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REQUIRE(sim.buildings().findSite(id) != nullptr);
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SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
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const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
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REQUIRE(config.has_value());
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CHECK(config->type == BuildingType::Miner);
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REQUIRE(config->recipeId.has_value());
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CHECK(*config->recipeId == "mine_iron_ore");
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}
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TEST_CASE("readBuildingConfig returns nullopt for an unknown id", "[copyconfig]")
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{
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Simulation sim(loadConfig(), 7);
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CHECK_FALSE(readBuildingConfig(sim, kInvalidBuildingId).has_value());
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}
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@@ -9,6 +9,7 @@ add_files(
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BeltSystemTest.cpp
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SurfaceMaskTest.cpp
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BuildingTest.cpp
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BuildingConfigTest.cpp
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ShipTest.cpp
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ScrapTest.cpp
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BehaviorSystemTest.cpp
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@@ -19,6 +19,7 @@
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#include "ExitBlueprintModeRequestedEvent.h"
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#include "Building.h"
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#include "BuildingConfig.h"
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#include "BuildingSystem.h"
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#include "Simulation.h"
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@@ -188,20 +189,19 @@ Blueprint BlueprintPanel::createBlueprintFromSelection() const
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for (const Entry& e : entries)
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{
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BlueprintBuilding bb;
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bb.type = e.building->type;
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bb.rotation = e.building->rotation;
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bb.offset = e.building->anchor - center;
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bb.recipeId = e.building->recipeId;
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bb.shipLayout = e.building->shipLayout;
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if (e.building->type == BuildingType::Splitter)
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bb.type = e.building->type;
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bb.rotation = e.building->rotation;
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bb.offset = e.building->anchor - center;
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// Recipe / schematic / layout / splitter-filter capture is shared with the
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// copy-settings gesture (REQ-BLD-COPY-CONFIG) via readBuildingConfig.
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const std::optional<BuildingConfig> config =
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readBuildingConfig(*m_sim, e.building->id);
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if (config.has_value())
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{
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const std::optional<BeltSystem::SplitterInfo> info =
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m_sim->belts().getSplitterInfo(e.building->anchor);
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if (info.has_value())
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{
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bb.splitterFilterA = info->filterA;
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bb.splitterFilterB = info->filterB;
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}
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bb.recipeId = config->recipeId.value_or(std::string());
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bb.shipLayout = config->shipLayout;
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bb.splitterFilterA = config->splitterFilterA;
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bb.splitterFilterB = config->splitterFilterB;
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}
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bp.buildings.push_back(bb);
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}
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@@ -1617,6 +1617,8 @@ void GameWorldView::keyReleaseEvent(QKeyEvent* event)
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}
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if (event->key() == Qt::Key_A) { m_scrollLeft = false; }
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if (event->key() == Qt::Key_D) { m_scrollRight = false; }
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// Releasing Shift discards the copied building settings (REQ-BLD-COPY-CONFIG).
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if (event->key() == Qt::Key_Shift) { m_copiedConfig.reset(); }
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QOpenGLWidget::keyReleaseEvent(event);
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}
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@@ -1629,6 +1631,15 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
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if (m_builderType.has_value()) { exitBuilderMode(); }
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else if (m_blueprintMode.has_value()) { exitBlueprintMode(); }
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else if (m_demolishMode) { toggleDemolishMode(); }
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else if (event->modifiers() & Qt::ShiftModifier)
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{
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// Shift + right-click copies a building's settings, but only in the
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// default selection mode (REQ-BLD-COPY-CONFIG).
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const QPoint tile = widgetToTile(event->pos());
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BuildingId id = buildingAtTile(tile);
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if (id == kInvalidBuildingId) { id = siteAtTile(tile); }
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if (id != kInvalidBuildingId) { copyConfigFrom(id); }
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}
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}
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return;
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}
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@@ -1663,6 +1674,20 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
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}
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else
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{
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// Shift + left-click applies the copied settings to a same-type building
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// (REQ-BLD-COPY-CONFIG). Consumes the click so it does not change the
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// selection. Only active in the default selection mode.
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if ((event->modifiers() & Qt::ShiftModifier) && m_copiedConfig.has_value())
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{
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BuildingId id = buildingAtTile(tile);
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if (id == kInvalidBuildingId) { id = siteAtTile(tile); }
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if (id != kInvalidBuildingId)
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{
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pasteConfigTo(id);
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return;
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}
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}
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const QVector2D worldPos = widgetToWorld(event->pos());
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const entt::entity hitEntity = entityAtWorldPos(m_sim->admin(), worldPos);
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@@ -1868,6 +1893,81 @@ void GameWorldView::rotateGhost(bool clockwise)
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}
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}
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void GameWorldView::copyConfigFrom(BuildingId id)
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{
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const std::optional<BuildingConfig> config = readBuildingConfig(*m_sim, id);
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if (!config.has_value()) { return; }
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// Only cache when there is something to copy: a selected recipe / schematic
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// (Miner, Assembler, Shipyard) or any Splitter (empty filters = accept-all).
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// Building types with no settings (Smelter, Reprocessing Plant, Salvage Bay,
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// belts / tunnels, HQ) leave any existing cache untouched (REQ-BLD-COPY-CONFIG).
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if (!config->recipeId.has_value() && !config->isSplitter) { return; }
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m_copiedConfig = config;
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}
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void GameWorldView::pasteConfigTo(BuildingId id)
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{
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if (!m_copiedConfig.has_value()) { return; }
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const std::optional<BuildingConfig> target = readBuildingConfig(*m_sim, id);
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if (!target.has_value() || target->type != m_copiedConfig->type) { return; }
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const BuildingConfig& source = *m_copiedConfig;
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// The cached settings were valid on a same-type source building, so they are
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// valid and available on the target: unlock state is global, so a selected
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// recipe / schematic (REQ-LOCK-UI-RECIPE, REQ-LOCK-UI-SCHEMATIC) and splitter
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// filter item types (REQ-LOCK-UI-SPLITTER) remain unlocked. Applying reuses the
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// same configuration commands as the selected building panel, inheriting their
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// buffer-clearing and mid-cycle-cancel semantics (REQ-MAT-INPUT-BUFFER,
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// REQ-MAT-OUTPUT-BUFFER, REQ-BLD-SHIPYARD).
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if (source.isSplitter)
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{
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// Operational splitters are configured by tile; sites by BuildingId
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// (mirrors SelectedBuildingPanel::onSplitterFilterChanged).
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if (const Building* building = m_sim->buildings().findBuilding(id))
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{
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std::shared_ptr<SetSplitterFiltersCommand> command =
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std::make_shared<SetSplitterFiltersCommand>();
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command->tile = building->anchor;
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command->filterA = source.splitterFilterA;
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command->filterB = source.splitterFilterB;
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enqueueCommand(command);
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}
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else
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{
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std::shared_ptr<SetSiteSplitterFiltersCommand> command =
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std::make_shared<SetSiteSplitterFiltersCommand>();
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command->id = id;
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command->filterA = source.splitterFilterA;
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command->filterB = source.splitterFilterB;
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enqueueCommand(command);
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}
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return;
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}
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if (source.recipeId.has_value())
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{
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std::shared_ptr<SetRecipeCommand> command = std::make_shared<SetRecipeCommand>();
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command->id = id;
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command->recipeId = *source.recipeId;
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enqueueCommand(command);
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}
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// For a shipyard the schematic (above) must be applied before its module
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// layout, so both commands drain in order at the next tick boundary.
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if (source.type == BuildingType::Shipyard && source.shipLayout.has_value())
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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 = id;
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command->layout = *source.shipLayout;
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enqueueCommand(command);
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}
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}
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void GameWorldView::enterBuilderMode(BuildingType type)
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{
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m_builderType = type;
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@@ -1940,6 +2040,7 @@ void GameWorldView::resetForNewGame()
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<DemolishModeChangedEvent>(false));
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m_selectedBuildingIds.clear();
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m_copiedConfig = std::nullopt;
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m_boxSelecting = false;
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m_scrollXTiles = 0.0f;
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m_scrollLeft = false;
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@@ -14,6 +14,7 @@
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#include <QVector2D>
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#include "Blueprint.h"
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#include "BuildingConfig.h"
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#include "BlueprintModeExitedEvent.h"
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#include "BlueprintPlacementRequestedEvent.h"
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#include "BuilderModeExitedEvent.h"
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@@ -165,6 +166,12 @@ private:
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void stepSpeed(int delta);
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void placeAtTile(QPoint tile);
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// Copy-settings gesture (REQ-BLD-COPY-CONFIG): Shift+right-click copies a
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// building's configuration into m_copiedConfig; Shift+left-click applies it to
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// another building of the same type via the existing configuration commands.
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void copyConfigFrom(BuildingId id);
|
||||
void pasteConfigTo(BuildingId id);
|
||||
|
||||
void enterBuilderMode(BuildingType type);
|
||||
void exitBuilderMode();
|
||||
void enterBlueprintMode(Blueprint blueprint);
|
||||
@@ -215,6 +222,10 @@ private:
|
||||
std::optional<Blueprint> m_blueprintMode;
|
||||
QPoint m_blueprintGhostTile;
|
||||
|
||||
// Temporary cache for the copy-settings gesture (REQ-BLD-COPY-CONFIG); held
|
||||
// only while Shift is down and cleared on Shift release.
|
||||
std::optional<BuildingConfig> m_copiedConfig;
|
||||
|
||||
bool m_demolishMode;
|
||||
BuildingId m_demolishHoverBuildingId;
|
||||
bool m_debugDraw;
|
||||
|
||||
Reference in New Issue
Block a user