schematic selection dialog

This commit is contained in:
2026-06-13 12:00:05 +02:00
parent 1641189b75
commit 49f7129bd5
25 changed files with 453 additions and 268 deletions

View File

@@ -10,7 +10,8 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
${CMAKE_CURRENT_SOURCE_DIR}/Item.h
${CMAKE_CURRENT_SOURCE_DIR}/Port.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicDropEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceOption.h
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.h
PARENT_SCOPE
)
@@ -18,6 +19,7 @@ SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.cpp
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.cpp
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.cpp
PARENT_SCOPE
)

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@@ -0,0 +1,27 @@
#include "DisplayName.h"
#include <cctype>
std::string toDisplayName(const std::string& id)
{
std::string result;
bool nextUpper = true;
for (char c : id)
{
if (c == '_')
{
result += ' ';
nextUpper = true;
}
else if (nextUpper)
{
result += static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
nextUpper = false;
}
else
{
result += c;
}
}
return result;
}

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@@ -0,0 +1,5 @@
#pragma once
#include <string>
std::string toDisplayName(const std::string& id);

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@@ -0,0 +1,22 @@
#pragma once
#include <string>
enum class SchematicType
{
Ship,
Module,
Recipe
};
// One option presented to the player in the schematic choice dialog
// (REQ-DEF-SCHEMATIC-DROP). Built by the simulation when enemy stations are
// destroyed; the UI reads these to populate the dialog.
struct SchematicChoiceOption
{
std::string schematicId;
SchematicType type;
std::string displayName;
bool isNewUnlock;
int targetLevel;
};

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@@ -1,15 +0,0 @@
#pragma once
#include <string>
// Emitted in tick step 9 (Deaths & loot) when a destroyed enemy-defence-station
// set awards a schematic (REQ-DEF-SCHEMATIC-DROP). The UI renders a toast
// (REQ-UI-SCHEMATIC-TOAST); wasNewUnlock chooses between the "unlocked" and
// "level -> N" wording. isModuleSchematic selects ship vs. module toast text.
struct SchematicDropEvent
{
std::string schematicId; // matches ShipDef::id or ModuleDef::id in the config.
int newLevel;
bool wasNewUnlock;
bool isModuleSchematic;
};

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@@ -6,6 +6,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/EntitySelectedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/GameSpeedChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BossWaveUpdatedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoicesAvailableEvent.h
PARENT_SCOPE
)

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@@ -0,0 +1,14 @@
#pragma once
#include <vector>
#include "Event.h"
#include "SchematicChoiceOption.h"
class SchematicChoicesAvailableEvent : public Event
{
public:
explicit SchematicChoicesAvailableEvent(std::vector<SchematicChoiceOption> choices)
: choices(std::move(choices)) {}
const std::vector<SchematicChoiceOption> choices;
};

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@@ -1,8 +1,10 @@
#include "Simulation.h"
#include <algorithm>
#include <cassert>
#include "AiSystem.h"
#include "DisplayName.h"
#include "BuildingSystem.h"
#include "CombatSystem.h"
#include "DynamicBodySystem.h"
@@ -135,7 +137,7 @@ void Simulation::reset(unsigned int seed)
m_currentEnemyStationEntities[0] = entt::null;
m_currentEnemyStationEntities[1] = entt::null;
m_fireEvents.clear();
m_schematicDropEvents.clear();
m_pendingSchematicChoices.clear();
m_admin.clear();
m_beltSystem = BeltSystem(m_config.world.beltSpeed_tps);
@@ -532,11 +534,11 @@ void Simulation::tickDeathsAndLoot()
const int destroyedLevel = m_waveSystem->generation();
m_waveSystem->onEnemyStationsDestroyed();
placeEnemyStationSet(m_waveSystem->generation());
awardSchematicDrop(destroyedLevel);
generateSchematicChoices(destroyedLevel);
}
}
void Simulation::awardSchematicDrop(int destroyedStationLevel)
void Simulation::generateSchematicChoices(int destroyedStationLevel)
{
enum class DropType { Ship, Module, Recipe };
struct PoolEntry { std::string id; DropType type; };
@@ -572,32 +574,78 @@ void Simulation::awardSchematicDrop(int destroyedStationLevel)
pool.push_back({def.id, DropType::Recipe});
}
std::uniform_int_distribution<int> dist(0, static_cast<int>(pool.size()) - 1);
const PoolEntry& chosen = pool[static_cast<std::size_t>(dist(m_rng))];
if (pool.empty()) { return; }
if (chosen.type == DropType::Recipe)
const int numChoices = std::min(static_cast<int>(pool.size()), 3);
m_pendingSchematicChoices.clear();
for (int i = 0; i < numChoices; ++i)
{
m_unlockedRecipeSchematicIds.insert(chosen.id);
recomputeUnlocked();
std::uniform_int_distribution<int> dist(0, static_cast<int>(pool.size()) - 1 - i);
const int roll = dist(m_rng);
const std::size_t rollIdx = static_cast<std::size_t>(roll);
const std::size_t endIdx = pool.size() - 1 - static_cast<std::size_t>(i);
std::swap(pool[rollIdx], pool[endIdx]);
const PoolEntry& entry = pool[endIdx];
SchematicChoiceOption option;
option.schematicId = entry.id;
if (entry.type == DropType::Ship)
{
option.type = SchematicType::Ship;
option.displayName = toDisplayName(entry.id);
const SchematicState& state = m_schematicLevels.at(entry.id);
option.isNewUnlock = !state.unlocked;
option.targetLevel = state.level + 1;
}
else if (entry.type == DropType::Module)
{
option.type = SchematicType::Module;
option.displayName = toDisplayName(entry.id);
const SchematicState& state = m_moduleSchematicLevels.at(entry.id);
option.isNewUnlock = !state.unlocked;
option.targetLevel = state.level + 1;
}
else
{
option.type = SchematicType::Recipe;
option.isNewUnlock = true;
option.targetLevel = 0;
for (const RecipeDef& def : m_config.recipes.recipes)
{
if (def.id == entry.id && !def.outputs.empty())
{
option.displayName = toDisplayName(def.outputs[0].item);
break;
}
}
}
m_pendingSchematicChoices.push_back(option);
}
}
void Simulation::applySchematicChoice(int choiceIndex)
{
assert(choiceIndex >= 0 && choiceIndex < static_cast<int>(m_pendingSchematicChoices.size()));
const SchematicChoiceOption& chosen = m_pendingSchematicChoices[static_cast<std::size_t>(choiceIndex)];
if (chosen.type == SchematicType::Recipe)
{
m_unlockedRecipeSchematicIds.insert(chosen.schematicId);
}
else
{
SchematicState& state = (chosen.type == DropType::Module)
? m_moduleSchematicLevels.at(chosen.id)
: m_schematicLevels.at(chosen.id);
const bool wasNew = !state.unlocked;
SchematicState& state = (chosen.type == SchematicType::Module)
? m_moduleSchematicLevels.at(chosen.schematicId)
: m_schematicLevels.at(chosen.schematicId);
state.unlocked = true;
state.level += 1;
SchematicDropEvent evt;
evt.schematicId = chosen.id;
evt.newLevel = state.level;
evt.wasNewUnlock = wasNew;
evt.isModuleSchematic = (chosen.type == DropType::Module);
m_schematicDropEvents.push_back(evt);
recomputeUnlocked();
}
recomputeUnlocked();
m_pendingSchematicChoices.clear();
}
// ---------------------------------------------------------------------------
@@ -704,13 +752,17 @@ std::vector<FireEvent> Simulation::drainFireEvents()
return result;
}
std::vector<SchematicDropEvent> Simulation::drainSchematicDropEvents()
const std::vector<SchematicChoiceOption>& Simulation::getPendingSchematicChoices() const
{
std::vector<SchematicDropEvent> result;
result.swap(m_schematicDropEvents);
return result;
return m_pendingSchematicChoices;
}
bool Simulation::hasSchematicChoicesPending() const
{
return !m_pendingSchematicChoices.empty();
}
// ---------------------------------------------------------------------------
// Accessors
// ---------------------------------------------------------------------------

View File

@@ -12,7 +12,7 @@
#include "BeltSystem.h"
#include "EntityAdmin.h"
#include "entt/entity/entity.hpp"
#include "SchematicDropEvent.h"
#include "SchematicChoiceOption.h"
#include "BuildingType.h"
#include "BuildingId.h"
#include "EventHandler.h"
@@ -52,8 +52,16 @@ public:
// internal queue. Call once per rendered frame (REQ-SHP-FIRING-BEAM).
std::vector<FireEvent> drainFireEvents();
// Returns all schematic drop events since the last drain.
std::vector<SchematicDropEvent> drainSchematicDropEvents();
// Returns the pending schematic choices (empty if no drop is pending).
const std::vector<SchematicChoiceOption>& getPendingSchematicChoices() const;
// Returns true if there are pending schematic choices waiting for player input.
bool hasSchematicChoicesPending() const;
// Applies the player's chosen schematic from the pending choices.
// choiceIndex must be in [0, pendingChoices.size()).
// Clears the pending choices after application.
void applySchematicChoice(int choiceIndex);
Tick currentTick() const;
int buildingBlocksStock() const;
@@ -108,8 +116,8 @@ private:
// Tick step 9: remove dead ships and buildings, drop scrap, handle push.
void tickDeathsAndLoot();
// Award a random schematic drop (REQ-DEF-SCHEMATIC-DROP) and emit the event.
void awardSchematicDrop(int destroyedStationLevel);
// Generate up to 3 schematic choices (REQ-DEF-SCHEMATIC-DROP) for the player.
void generateSchematicChoices(int destroyedStationLevel);
GameConfig m_config;
std::mt19937 m_rng;
@@ -158,5 +166,5 @@ private:
std::unique_ptr<CombatSystem> m_combatSystem;
std::vector<FireEvent> m_fireEvents;
std::vector<SchematicDropEvent> m_schematicDropEvents;
std::vector<SchematicChoiceOption> m_pendingSchematicChoices;
};

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@@ -7,6 +7,7 @@
#include "GameConfig.h"
#include "HealthComponent.h"
#include "RecipesConfig.h"
#include "SchematicChoiceOption.h"
#include "Simulation.h"
#include "StationBodyComponent.h"
@@ -16,7 +17,7 @@ static GameConfig loadConfig()
}
// Zeros the HP of both enemy defence stations and advances one tick so that
// tickDeathsAndLoot fires, triggering the push and schematic drop.
// tickDeathsAndLoot fires, triggering the push and schematic choices.
static void killEnemyStations(Simulation& sim)
{
sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
@@ -30,15 +31,25 @@ static void killEnemyStations(Simulation& sim)
sim.tick();
}
// Kills enemy stations and applies the first schematic choice (index 0).
static void killEnemyStationsAndApply(Simulation& sim)
{
killEnemyStations(sim);
if (sim.hasSchematicChoicesPending())
{
sim.applySchematicChoice(0);
}
}
// Destroys station sets until recipeId is unlocked or maxDestructions is reached.
// Returns true if the recipe is unlocked on exit.
// Applies schematic choice 0 after each destruction. Returns true if unlocked.
static bool awaitRecipeUnlock(Simulation& sim, const std::string& recipeId,
int maxDestructions = 150)
{
for (int i = 0; i < maxDestructions; ++i)
{
if (sim.isRecipeUnlocked(recipeId)) { return true; }
killEnemyStations(sim);
killEnemyStationsAndApply(sim);
}
return sim.isRecipeUnlocked(recipeId);
}
@@ -175,7 +186,7 @@ TEST_CASE("RecipeSchematic: recipe whose output is not implicitly unlocked is ne
Simulation sim(loadConfig());
for (int i = 0; i < 50; ++i)
{
killEnemyStations(sim);
killEnemyStationsAndApply(sim);
}
REQUIRE_FALSE(sim.isRecipeUnlocked("exotic_alloy"));
}
@@ -186,7 +197,7 @@ TEST_CASE("RecipeSchematic: recipe with level > destroyed station level is not a
// advanced_circuit has unlock_at_station_level = 1. Destroying a single
// level-0 station set must not award it regardless of the RNG outcome.
Simulation sim(loadConfig());
killEnemyStations(sim);
killEnemyStationsAndApply(sim);
REQUIRE_FALSE(sim.isRecipeUnlocked("advanced_circuit"));
}
@@ -209,25 +220,35 @@ TEST_CASE("RecipeSchematic: awarded recipe schematic stays unlocked and is not a
// Destroy 30 more station sets; the recipe is no longer in the pool.
for (int i = 0; i < 30; ++i)
{
killEnemyStations(sim);
killEnemyStationsAndApply(sim);
}
REQUIRE(sim.isRecipeUnlocked("quick_circuit"));
}
TEST_CASE("RecipeSchematic: no SchematicDropEvent is emitted for a recipe schematic drop",
TEST_CASE("RecipeSchematic: recipe schematic can appear in pending choices",
"[recipe_schematic]")
{
Simulation sim(loadConfig());
sim.drainSchematicDropEvents(); // clear any startup events
awaitRecipeUnlock(sim, "quick_circuit");
const std::vector<SchematicDropEvent> events = sim.drainSchematicDropEvents();
for (const SchematicDropEvent& ev : events)
bool foundRecipeChoice = false;
for (int i = 0; i < 150 && !foundRecipeChoice; ++i)
{
CHECK(ev.schematicId != "quick_circuit");
killEnemyStations(sim);
if (sim.hasSchematicChoicesPending())
{
for (const SchematicChoiceOption& opt : sim.getPendingSchematicChoices())
{
if (opt.type == SchematicType::Recipe)
{
foundRecipeChoice = true;
break;
}
}
sim.applySchematicChoice(0);
}
}
CHECK(foundRecipeChoice);
}
// ---------------------------------------------------------------------------

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@@ -61,11 +61,11 @@ TEST_CASE("Simulation::drainFireEvents clears queue on drain", "[simulation]")
REQUIRE(sim.drainFireEvents().empty());
}
TEST_CASE("Simulation::drainSchematicDropEvents returns empty initially", "[simulation]")
TEST_CASE("Simulation::hasSchematicChoicesPending returns false initially", "[simulation]")
{
Simulation sim(loadConfig());
REQUIRE(sim.drainSchematicDropEvents().empty());
REQUIRE_FALSE(sim.hasSchematicChoicesPending());
}
// ---------------------------------------------------------------------------

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@@ -17,6 +17,8 @@
#include "StationBodyComponent.h"
#include "WeaponComponent.h"
#include "ModulesConfig.h"
#include "RecipesConfig.h"
#include "SchematicChoiceOption.h"
#include "ShipsConfig.h"
#include "Simulation.h"
#include "Tick.h"
@@ -247,7 +249,7 @@ TEST_CASE("WaveSystem: destroying both enemy stations triggers a push", "[wave]"
REQUIRE(enemyCount == 2);
}
TEST_CASE("WaveSystem: push emits exactly one SchematicDropEvent", "[wave]")
TEST_CASE("WaveSystem: push generates pending schematic choices", "[wave]")
{
Simulation sim(loadConfig(), 42);
@@ -259,11 +261,13 @@ TEST_CASE("WaveSystem: push emits exactly one SchematicDropEvent", "[wave]")
sim.tick();
const std::vector<SchematicDropEvent> events = sim.drainSchematicDropEvents();
REQUIRE(events.size() == 1);
REQUIRE(sim.hasSchematicChoicesPending());
const std::vector<SchematicChoiceOption>& choices = sim.getPendingSchematicChoices();
REQUIRE(choices.size() >= 1);
REQUIRE(choices.size() <= 3);
}
TEST_CASE("WaveSystem: push schematic drop awards a known ship id", "[wave]")
TEST_CASE("WaveSystem: push schematic choices have valid ids", "[wave]")
{
Simulation sim(loadConfig(), 42);
@@ -274,23 +278,68 @@ TEST_CASE("WaveSystem: push schematic drop awards a known ship id", "[wave]")
});
sim.tick();
const std::vector<SchematicDropEvent> events = sim.drainSchematicDropEvents();
REQUIRE(events.size() == 1);
const std::vector<SchematicChoiceOption>& choices = sim.getPendingSchematicChoices();
REQUIRE_FALSE(choices.empty());
bool validId = false;
for (const ShipDef& def : sim.config().ships.ships)
for (const SchematicChoiceOption& opt : choices)
{
if (def.id == events[0].schematicId) { validId = true; break; }
}
if (!validId)
{
for (const ModuleDef& def : sim.config().modules.modules)
bool validId = false;
for (const ShipDef& def : sim.config().ships.ships)
{
if (def.id == events[0].schematicId) { validId = true; break; }
if (def.id == opt.schematicId) { validId = true; break; }
}
if (!validId)
{
for (const ModuleDef& def : sim.config().modules.modules)
{
if (def.id == opt.schematicId) { validId = true; break; }
}
}
if (!validId)
{
for (const RecipeDef& def : sim.config().recipes.recipes)
{
if (def.id == opt.schematicId) { validId = true; break; }
}
}
REQUIRE(validId);
}
REQUIRE(validId);
REQUIRE(events[0].newLevel >= 1);
}
TEST_CASE("WaveSystem: schematic choices have no duplicates", "[wave]")
{
Simulation sim(loadConfig(), 42);
sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
{
if (f.isEnemy) { h.hp = -1.0f; }
});
sim.tick();
const std::vector<SchematicChoiceOption>& choices = sim.getPendingSchematicChoices();
std::set<std::string> ids;
for (const SchematicChoiceOption& opt : choices)
{
ids.insert(opt.schematicId);
}
REQUIRE(ids.size() == choices.size());
}
TEST_CASE("WaveSystem: applySchematicChoice clears pending and applies", "[wave]")
{
Simulation sim(loadConfig(), 42);
sim.admin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
[](entt::entity /*e*/, const StationBodyComponent& /*sb*/, const FactionComponent& f, HealthComponent& h)
{
if (f.isEnemy) { h.hp = -1.0f; }
});
sim.tick();
REQUIRE(sim.hasSchematicChoicesPending());
sim.applySchematicChoice(0);
REQUIRE_FALSE(sim.hasSchematicChoicesPending());
}
TEST_CASE("WaveSystem: push places new enemy stations further right", "[wave]")

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@@ -1,6 +1,5 @@
#include "BuildButtonGrid.h"
#include <cctype>
#include <string>
#include <QGridLayout>
@@ -8,35 +7,7 @@
#include <QSignalMapper>
#include "BuildingType.h"
namespace
{
QString displayName(const std::string& id)
{
QString result;
bool nextUpper = true;
for (char c : id)
{
if (c == '_')
{
result += ' ';
nextUpper = true;
}
else if (nextUpper)
{
result += static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
nextUpper = false;
}
else
{
result += c;
}
}
return result;
}
} // namespace
#include "DisplayName.h"
BuildButtonGrid::BuildButtonGrid(const GameConfig* config, QWidget* parent)
@@ -62,7 +33,7 @@ BuildButtonGrid::BuildButtonGrid(const GameConfig* config, QWidget* parent)
m_types.push_back(def.type);
m_costs[def.type] = def.cost;
const QString label = displayName(def.id)
const QString label = QString::fromStdString(toDisplayName(def.id))
+ "\n" + tr("%1 Blocks").arg(def.cost);
QPushButton* btn = new QPushButton(label, this);
btn->setCheckable(true);

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@@ -11,6 +11,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutDialog.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutPreview.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsPanel.h
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceDialog.h
PARENT_SCOPE
)
@@ -26,5 +27,6 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutDialog.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutPreview.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsPanel.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceDialog.cpp
PARENT_SCOPE
)

View File

@@ -39,6 +39,7 @@
#include "BossWaveUpdatedEvent.h"
#include "BuildingBlocksChangedEvent.h"
#include "GameSpeedChangedEvent.h"
#include "SchematicChoicesAvailableEvent.h"
#include "TickAdvancedEvent.h"
namespace
@@ -68,31 +69,6 @@ Rotation rotateCounterClockwise(Rotation r)
return Rotation::East;
}
QString toDisplayName(const std::string& id)
{
QString result;
bool nextUpper = true;
for (char c : id)
{
if (c == '_')
{
result += ' ';
nextUpper = true;
}
else if (nextUpper)
{
result += static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
nextUpper = false;
}
else
{
result += c;
}
}
return result;
}
QPoint portBodyTile(QPoint portTile, Rotation direction)
{
switch (direction)
@@ -129,6 +105,7 @@ GameWorldView::GameWorldView(Simulation* sim, const GameConfig* config,
, m_scrollLeft(false)
, m_scrollRight(false)
, m_gameOverShown(false)
, m_schematicChoiceShown(false)
{
setFocusPolicy(Qt::StrongFocus);
setMouseTracking(true);
@@ -188,31 +165,6 @@ void GameWorldView::onFrame()
}
}
// Drain schematic drop events → toasts
{
const std::vector<SchematicDropEvent> drops =
m_sim->drainSchematicDropEvents();
for (const SchematicDropEvent& ev : drops)
{
const QString name = toDisplayName(ev.schematicId);
ToastEntry toast;
if (ev.isModuleSchematic)
{
toast.text = ev.wasNewUnlock
? tr("Module unlocked: ") + name
: name + tr(" production level -> ") + QString::number(ev.newLevel);
}
else
{
toast.text = ev.wasNewUnlock
? tr("Schematic unlocked: ") + name
: name + tr(" production level -> ") + QString::number(ev.newLevel);
}
toast.createdWallMs = m_wallMs;
m_toasts.push_back(toast);
}
}
// Expire old beams
{
std::vector<ActiveBeam> live;
@@ -226,19 +178,6 @@ void GameWorldView::onFrame()
m_activeBeams = std::move(live);
}
// Expire old toasts
{
std::vector<ToastEntry> live;
for (const ToastEntry& t : m_toasts)
{
if (m_wallMs - t.createdWallMs < kToastLifetimeMs)
{
live.push_back(t);
}
}
m_toasts = std::move(live);
}
// Apply held scroll
{
const float delta = kScrollSpeedTilesPerSec
@@ -276,6 +215,18 @@ void GameWorldView::onFrame()
}
}
// Schematic choice available
if (m_sim->hasSchematicChoicesPending() && !m_schematicChoiceShown)
{
m_schematicChoiceShown = true;
EventManager::getInstance()->sendEventImmediately(
std::make_shared<SchematicChoicesAvailableEvent>(m_sim->getPendingSchematicChoices()));
}
if (!m_sim->hasSchematicChoicesPending())
{
m_schematicChoiceShown = false;
}
// Game over check
if (m_sim->isGameOver() && !m_gameOverShown)
{
@@ -1097,41 +1048,8 @@ void GameWorldView::drawOverlays(QPainter& painter)
}
}
void GameWorldView::drawScreenSpace(QPainter& painter)
void GameWorldView::drawScreenSpace(QPainter& /*painter*/)
{
painter.resetTransform();
const int margin = 8;
const int toastW = 320;
const int toastH = 36;
const int spacing = 4;
QFont toastFont = painter.font();
toastFont.setPointSize(m_visuals->toast.fontSize);
painter.setFont(toastFont);
int y = margin;
for (const ToastEntry& toast : m_toasts)
{
const qint64 age = m_wallMs - toast.createdWallMs;
double opacity = 1.0;
if (age > kToastFadeStartMs)
{
opacity = 1.0 - static_cast<double>(age - kToastFadeStartMs)
/ static_cast<double>(kToastLifetimeMs - kToastFadeStartMs);
opacity = std::max(0.0, opacity);
}
painter.setOpacity(opacity);
const int x = width() - toastW - margin;
const QRect toastRect(x, y, toastW, toastH);
painter.fillRect(toastRect, m_visuals->toast.bg);
painter.setPen(m_visuals->toast.fg);
painter.drawText(toastRect.adjusted(8, 0, -8, 0),
Qt::AlignVCenter | Qt::AlignLeft, toast.text);
painter.setOpacity(1.0);
y += toastH + spacing;
}
}
// ---------------------------------------------------------------------------
@@ -1526,7 +1444,7 @@ void GameWorldView::resetForNewGame()
exitBuilderMode();
exitBlueprintMode();
m_activeBeams.clear();
m_toasts.clear();
m_schematicChoiceShown = false;
m_ghostRotation = Rotation::East;
m_ghostValid = false;
m_demolishMode = false;

View File

@@ -13,7 +13,7 @@
#include <QVector2D>
#include "Blueprint.h"
#include "SchematicDropEvent.h"
#include "SchematicChoiceOption.h"
#include "BuildingType.h"
#include "BuildingId.h"
#include "FireEvent.h"
@@ -125,15 +125,7 @@ private:
QVector2D targetOffset;
};
struct ToastEntry
{
QString text;
qint64 createdWallMs;
};
static constexpr qint64 kBeamLifetimeMs = 300;
static constexpr qint64 kToastLifetimeMs = 4000;
static constexpr qint64 kToastFadeStartMs = 3500;
static constexpr float kScrollSpeedTilesPerSec = 10.0f;
Simulation* m_sim;
@@ -151,7 +143,6 @@ private:
QTimer* m_renderTimer;
std::vector<ActiveBeam> m_activeBeams;
std::vector<ToastEntry> m_toasts;
std::optional<BuildingType> m_builderType;
Rotation m_ghostRotation;
@@ -176,6 +167,7 @@ private:
bool m_scrollLeft;
bool m_scrollRight;
bool m_gameOverShown;
bool m_schematicChoiceShown;
Tick m_lastTick = Tick(-1);
int m_lastBlocks = -1;

View File

@@ -18,6 +18,7 @@
#include "BuildingSystem.h"
#include "ConfigLoader.h"
#include "GameWorldView.h"
#include "SchematicChoiceDialog.h"
#include "HeaderBar.h"
#include "SelectedBuildingPanel.h"
#include "ShipLayoutBlueprintSerializer.h"
@@ -125,12 +126,12 @@ MainWindow::MainWindow(Simulation* sim, const std::string& configDir, QWidget* p
}
}
registerForEvent();
registerForEvents();
}
MainWindow::~MainWindow()
{
unregisterForEvent();
unregisterForEvents();
}
void MainWindow::resizeEvent(QResizeEvent* event)
@@ -176,6 +177,19 @@ void MainWindow::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> e
m_buildButtonGrid->updateAffordability(event->blocks);
}
void MainWindow::handleEvent(std::shared_ptr<const SchematicChoicesAvailableEvent> event)
{
const double prevSpeed = m_gameWorldView->gameSpeed();
m_gameWorldView->setGameSpeed(0.0);
SchematicChoiceDialog dialog(event->choices, this);
dialog.exec();
m_sim->applySchematicChoice(dialog.getChosenIndex());
m_gameWorldView->setGameSpeed(prevSpeed);
}
void MainWindow::onEscapeMenuRequested()
{
const double prevSpeed = m_gameWorldView->gameSpeed();

View File

@@ -8,6 +8,7 @@
#include "BuildingBlocksChangedEvent.h"
#include "BuildingId.h"
#include "EventHandler.h"
#include "SchematicChoicesAvailableEvent.h"
#include "ShipLayoutBlueprint.h"
#include "Tick.h"
#include "VisualsConfig.h"
@@ -22,7 +23,8 @@ class QCloseEvent;
class QResizeEvent;
class MainWindow : public QWidget,
public EventHandler<BuildingBlocksChangedEvent>
public CombinedEventHandler<BuildingBlocksChangedEvent,
SchematicChoicesAvailableEvent>
{
Q_OBJECT
@@ -36,6 +38,7 @@ protected:
private:
void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
void handleEvent(std::shared_ptr<const SchematicChoicesAvailableEvent> event) override;
void layoutPanels();
private slots:

View File

@@ -0,0 +1,99 @@
#include "SchematicChoiceDialog.h"
#include <QHBoxLayout>
#include <QLabel>
#include <QPushButton>
#include <QVBoxLayout>
SchematicChoiceDialog::SchematicChoiceDialog(
const std::vector<SchematicChoiceOption>& options,
QWidget* parent)
: QDialog(parent)
, m_chosenIndex(0)
{
setWindowTitle(tr("Schematic Drop"));
setWindowFlags(windowFlags() & ~Qt::WindowCloseButtonHint);
setModal(true);
QVBoxLayout* mainLayout = new QVBoxLayout(this);
QLabel* titleLabel = new QLabel(tr("Choose a schematic to unlock:"), this);
QFont titleFont = titleLabel->font();
titleFont.setPointSize(titleFont.pointSize() + 2);
titleFont.setBold(true);
titleLabel->setFont(titleFont);
titleLabel->setAlignment(Qt::AlignCenter);
mainLayout->addWidget(titleLabel);
QHBoxLayout* optionsLayout = new QHBoxLayout();
mainLayout->addLayout(optionsLayout);
for (int i = 0; i < static_cast<int>(options.size()); ++i)
{
const SchematicChoiceOption& option = options[static_cast<std::size_t>(i)];
QWidget* card = new QWidget(this);
QVBoxLayout* cardLayout = new QVBoxLayout(card);
card->setStyleSheet("QWidget { border: 1px solid gray; padding: 8px; }");
QLabel* nameLabel = new QLabel(QString::fromStdString(option.displayName), card);
QFont nameFont = nameLabel->font();
nameFont.setPointSize(nameFont.pointSize() + 1);
nameFont.setBold(true);
nameLabel->setFont(nameFont);
nameLabel->setAlignment(Qt::AlignCenter);
cardLayout->addWidget(nameLabel);
QString typeText;
if (option.type == SchematicType::Ship)
{
typeText = tr("Ship");
}
else if (option.type == SchematicType::Module)
{
typeText = tr("Module");
}
else
{
typeText = tr("Recipe");
}
QLabel* typeLabel = new QLabel(typeText, card);
typeLabel->setAlignment(Qt::AlignCenter);
cardLayout->addWidget(typeLabel);
QString statusText;
if (option.isNewUnlock)
{
statusText = tr("New unlock");
}
else
{
statusText = tr("Level up -> %1").arg(option.targetLevel);
}
QLabel* statusLabel = new QLabel(statusText, card);
statusLabel->setAlignment(Qt::AlignCenter);
cardLayout->addWidget(statusLabel);
QPushButton* selectButton = new QPushButton(tr("Select"), card);
cardLayout->addWidget(selectButton);
const int index = i;
connect(selectButton, &QPushButton::clicked, this, [this, index]()
{
onOptionClicked(index);
});
optionsLayout->addWidget(card);
}
}
int SchematicChoiceDialog::getChosenIndex() const
{
return m_chosenIndex;
}
void SchematicChoiceDialog::onOptionClicked(int index)
{
m_chosenIndex = index;
accept();
}

View File

@@ -0,0 +1,23 @@
#pragma once
#include <vector>
#include <QDialog>
#include "SchematicChoiceOption.h"
class SchematicChoiceDialog : public QDialog
{
Q_OBJECT
public:
SchematicChoiceDialog(const std::vector<SchematicChoiceOption>& options,
QWidget* parent = nullptr);
int getChosenIndex() const;
private:
void onOptionClicked(int index);
int m_chosenIndex;
};

View File

@@ -1,9 +1,10 @@
#include "ShipLayoutDialog.h"
#include "ShipStatsPanel.h"
#include <cctype>
#include <functional>
#include "DisplayName.h"
#include <QGridLayout>
#include <QHBoxLayout>
#include <QInputDialog>
@@ -20,30 +21,6 @@ namespace
const int kCellSize = 32;
QString displayName(const std::string& id)
{
QString result;
bool nextUpper = true;
for (char c : id)
{
if (c == '_')
{
result += ' ';
nextUpper = true;
}
else if (nextUpper)
{
result += static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
nextUpper = false;
}
else
{
result += c;
}
}
return result;
}
std::vector<std::string> rotateMaskCW(const std::vector<std::string>& grid)
{
if (grid.empty())
@@ -478,7 +455,7 @@ ShipLayoutDialog::ShipLayoutDialog(const GameConfig* config,
m_moduleButtons.push_back(nullptr);
continue;
}
const QString label = displayName(def.id)
const QString label = QString::fromStdString(toDisplayName(def.id))
+ "\n" + QString::fromStdString(def.glyph);
QPushButton* btn = new QPushButton(label, this);
btn->setCheckable(true);