fix bug where splitter filters were not taken over to blueprint
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@@ -51,6 +51,24 @@ std::string serialize(const std::vector<Blueprint>& blueprints)
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bldTbl.insert("offset_x", static_cast<int64_t>(b.offset.x()));
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bldTbl.insert("offset_y", static_cast<int64_t>(b.offset.y()));
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bldTbl.insert("recipe_id", b.recipeId);
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if (!b.splitterFilterA.empty())
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{
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toml::array filterArr;
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for (const ItemType& item : b.splitterFilterA)
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{
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filterArr.push_back(item.id);
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}
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bldTbl.insert("filter_a", std::move(filterArr));
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}
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if (!b.splitterFilterB.empty())
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{
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toml::array filterArr;
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for (const ItemType& item : b.splitterFilterB)
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{
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filterArr.push_back(item.id);
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}
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bldTbl.insert("filter_b", std::move(filterArr));
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}
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if (b.shipLayout.has_value())
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{
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toml::array modArr;
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@@ -138,6 +156,28 @@ std::vector<Blueprint> deserialize(const std::string& tomlContent)
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bb.offset.setX(static_cast<int>((*bldTbl)["offset_x"].value_or(int64_t{0})));
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bb.offset.setY(static_cast<int>((*bldTbl)["offset_y"].value_or(int64_t{0})));
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bb.recipeId = (*bldTbl)["recipe_id"].value_or(std::string{});
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const toml::array* filterAArr = (*bldTbl)["filter_a"].as_array();
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if (filterAArr)
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{
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for (std::size_t k = 0; k < filterAArr->size(); ++k)
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{
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const std::optional<std::string> itemId =
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(*filterAArr)[k].value<std::string>();
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if (itemId) { bb.splitterFilterA.push_back(ItemType{*itemId}); }
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}
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}
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const toml::array* filterBArr = (*bldTbl)["filter_b"].as_array();
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if (filterBArr)
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{
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for (std::size_t k = 0; k < filterBArr->size(); ++k)
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{
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const std::optional<std::string> itemId =
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(*filterBArr)[k].value<std::string>();
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if (itemId) { bb.splitterFilterB.push_back(ItemType{*itemId}); }
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}
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}
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const toml::array* modArr = (*bldTbl)["modules"].as_array();
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if (modArr)
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{
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@@ -8,6 +8,7 @@
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#include <QString>
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#include "BuildingType.h"
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#include "ItemType.h"
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#include "Rotation.h"
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#include "ShipLayout.h"
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@@ -18,6 +19,11 @@ struct BlueprintBuilding
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QPoint offset; // tile offset from bounding-box center (floor for even sizes)
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std::string recipeId; // empty = none selected
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std::optional<ShipLayoutConfig> shipLayout;
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// Splitter output filters captured at blueprint creation (REQ-UI-BLUEPRINT-STORAGE).
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// Empty = accept all. Re-applied to the placed splitter site (REQ-UI-BLUEPRINT-PLACE).
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std::vector<ItemType> splitterFilterA;
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std::vector<ItemType> splitterFilterB;
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};
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struct Blueprint
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@@ -10,6 +10,7 @@
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#include "Blueprint.h"
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#include "BlueprintSerializer.h"
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#include "BuildingType.h"
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#include "ItemType.h"
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#include "Rotation.h"
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#include "ShipLayout.h"
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@@ -263,3 +264,42 @@ TEST_CASE("BlueprintSerializer: shipyard with empty modules list round-trips", "
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REQUIRE(loaded[0].buildings[0].shipLayout.has_value());
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REQUIRE(loaded[0].buildings[0].shipLayout->placedModules.empty());
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}
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// ---------------------------------------------------------------------------
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// Splitter output filters round-trip through TOML serialization
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// (REQ-UI-BLUEPRINT-STORAGE).
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// ---------------------------------------------------------------------------
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TEST_CASE("BlueprintSerializer: splitter output filters round-trip", "[serializer]")
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{
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BlueprintBuilding splitter =
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makeBuilding(BuildingType::Splitter, Rotation::East, QPoint(0, 0));
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splitter.splitterFilterA = { ItemType{"iron_ore"}, ItemType{"copper_ore"} };
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splitter.splitterFilterB = { ItemType{"scrap"} };
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const Blueprint original = makeBlueprintWith({ splitter }, "Sorter");
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const std::string toml = BlueprintSerializer::serialize({ original });
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const std::vector<Blueprint> loaded = BlueprintSerializer::deserialize(toml);
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REQUIRE(loaded.size() == 1);
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REQUIRE(loaded[0].buildings.size() == 1);
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const BlueprintBuilding& b = loaded[0].buildings[0];
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REQUIRE(b.splitterFilterA
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== std::vector<ItemType>{ ItemType{"iron_ore"}, ItemType{"copper_ore"} });
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REQUIRE(b.splitterFilterB == std::vector<ItemType>{ ItemType{"scrap"} });
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}
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TEST_CASE("BlueprintSerializer: splitter with no filters round-trips empty", "[serializer]")
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{
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const Blueprint original = makeBlueprintWith(
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{ makeBuilding(BuildingType::Splitter, Rotation::East, QPoint(0, 0)) }, "Open");
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const std::string toml = BlueprintSerializer::serialize({ original });
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const std::vector<Blueprint> loaded = BlueprintSerializer::deserialize(toml);
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REQUIRE(loaded.size() == 1);
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REQUIRE(loaded[0].buildings.size() == 1);
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REQUIRE(loaded[0].buildings[0].splitterFilterA.empty());
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REQUIRE(loaded[0].buildings[0].splitterFilterB.empty());
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}
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@@ -201,6 +201,16 @@ Blueprint BlueprintPanel::createBlueprintFromSelection() const
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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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{
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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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}
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bp.buildings.push_back(bb);
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}
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return bp;
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@@ -58,6 +58,19 @@
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namespace
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{
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// Keep only the filter entries whose item type is currently unlocked
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// (REQ-LOCK-UI-BLUEPRINT). An empty result means "accept all".
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std::vector<ItemType> filterUnlockedItems(const std::vector<ItemType>& filter,
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const Simulation& sim)
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{
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std::vector<ItemType> result;
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for (const ItemType& item : filter)
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{
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if (sim.isItemUnlocked(item.id)) { result.push_back(item); }
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}
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return result;
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}
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Rotation rotateClockwise(Rotation r)
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{
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switch (r)
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@@ -532,6 +545,18 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
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{
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m_sim->buildings().setShipLayout(id, *bb.shipLayout);
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}
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if (bb.type == BuildingType::Splitter
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&& (!bb.splitterFilterA.empty() || !bb.splitterFilterB.empty()))
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{
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// The splitter is still a construction site, so the filters carry
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// over when it finishes building (REQ-UI-BLUEPRINT-PLACE). Locked
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// item types are dropped per REQ-LOCK-UI-BLUEPRINT.
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m_sim->buildings().setSiteSplitterFilters(
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id,
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filterUnlockedItems(bb.splitterFilterA, *m_sim),
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filterUnlockedItems(bb.splitterFilterB, *m_sim));
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}
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}
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}
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