implement copy building settings with shift + click gesture

This commit is contained in:
2026-07-09 20:29:20 +02:00
parent e110e7e413
commit 4986c1bac8
9 changed files with 358 additions and 13 deletions

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@@ -0,0 +1,51 @@
#include "BuildingConfig.h"
#include "BeltSystem.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "Simulation.h"
std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id)
{
const Building* building = sim.buildings().findBuilding(id);
const ConstructionSite* site = building ? nullptr : sim.buildings().findSite(id);
if (!building && !site)
{
return std::nullopt;
}
BuildingConfig config;
config.type = building ? building->type : site->type;
const std::string& recipeId = building ? building->recipeId : site->recipeId;
if (!recipeId.empty())
{
config.recipeId = recipeId;
}
config.shipLayout = building ? building->shipLayout : site->shipLayout;
if (config.type == BuildingType::Splitter)
{
config.isSplitter = true;
if (building)
{
// Operational splitter filters live in the BeltSystem, keyed by tile.
const std::optional<BeltSystem::SplitterInfo> info =
sim.belts().getSplitterInfo(building->anchor);
if (info.has_value())
{
config.splitterFilterA = info->filterA;
config.splitterFilterB = info->filterB;
}
}
else
{
// A site keeps its pre-completion filters on the ConstructionSite.
config.splitterFilterA = site->splitterFilterA;
config.splitterFilterB = site->splitterFilterB;
}
}
return config;
}

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@@ -0,0 +1,40 @@
#pragma once
#include <optional>
#include <string>
#include <vector>
#include "BuildingId.h"
#include "BuildingType.h"
#include "ItemType.h"
#include "ShipLayout.h"
class Simulation;
// The user-configurable settings of a single building or construction site: the
// selected recipe / ship schematic, the shipyard module layout, and (for
// splitters) the two output filters. Shared by the copy-settings gesture
// (REQ-BLD-COPY-CONFIG) and blueprint capture (REQ-UI-BLUEPRINT-STORAGE).
struct BuildingConfig
{
BuildingType type = BuildingType::Miner;
// Selected recipe (Miner / Assembler) or ship schematic id (Shipyard); unset
// when nothing is selected.
std::optional<std::string> recipeId;
// Shipyard module layout (REQ-MOD-LAYOUT).
std::optional<ShipLayoutConfig> shipLayout;
// Splitter output filters (empty = accept all). isSplitter distinguishes an
// empty-filter splitter (a valid accept-all configuration) from a building
// type that has no splitter filters at all.
bool isSplitter = false;
std::vector<ItemType> splitterFilterA;
std::vector<ItemType> splitterFilterB;
};
// Reads the current configuration of the building or construction site identified
// by id, handling operational buildings and sites alike. Returns std::nullopt if
// no such building or site exists.
std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id);

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@@ -10,6 +10,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.h
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/Building.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h
@@ -31,6 +32,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/ReplayPlayer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/TickDriver.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp