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

Coincidence required the ghost's anchor to land exactly on the target's
anchor, so on a 2x2 assembler three of its four tiles read as an ordinary
overlap and went red: you had to find the top-left tile before the copy
gesture would fire. A single-building blueprint now finds its target by
hit-testing the cursor instead -- any body tile, any facing -- and its ghost
snaps onto the target so it shows what the click will act on.

A constellation is unchanged: it is placed as a layout, so its ghosts stay
where the blueprint puts them and still need coincidence plus a matching
rotation. The old "single-building blueprints ignore target rotation"
carve-out is gone, subsumed by hovering.

blueprintHoldsOneBuilding becomes std::optional<QPoint> hoverTile, which
carries both facts in one parameter: set means "single-building blueprint,
cursor here". BlueprintGhostResolved gains ghostAnchor/ghostRotation so the
snap comes out of the classifier both callers already share, rather than
the renderer working it out separately.

Note the shipyard, which I had cited as the motivating case, is not one: its
mask needs A cells on asteroid and S cells in space, and the asteroid edge
is vertical, so a rotated shipyard can never be placed at all. Rotation was
never the real problem here; alignment was.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
This commit is contained in:
2026-08-06 20:24:32 +02:00
parent 49e1c0ef20
commit 64bc6cfe8f
6 changed files with 171 additions and 68 deletions

View File

@@ -79,14 +79,24 @@ struct BlueprintGhostResolved
{
BlueprintGhostAction action;
std::optional<BuildingId> targetId; // set for CompatibleOverlap and Transfer
// Where the ghost belongs on screen. The queried anchor and rotation, except at a
// hovered transfer target, where the ghost snaps onto the target so it shows what the
// click will act on (REQ-UI-BLUEPRINT-TRANSFER).
QPoint ghostAnchor;
Rotation ghostRotation;
};
// Classifies one ghost of a blueprint against the current factory state
// (REQ-UI-BLUEPRINT-OVERLAP, REQ-UI-BLUEPRINT-TRANSFER). `blueprintHoldsOneBuilding`
// only widens the transfer rule to differently-facing targets; a same-facing target
// transfers whatever the blueprint's size. It is the blueprint's stored size, counted
// before locked types are dropped, so the gesture does not change behavior as the player
// unlocks things.
// (REQ-UI-BLUEPRINT-OVERLAP, REQ-UI-BLUEPRINT-TRANSFER).
//
// `hoverTile` is set only for a blueprint holding exactly one building, and is then the
// tile under the cursor. That gesture is a copying tool rather than a layout, so it finds
// its transfer target by hit-testing the cursor instead of by footprint coincidence --
// without which a Shipyard could never be targeted at a different facing, its 4x2
// footprint covering entirely different tiles once rotated. Pass nullopt for a
// constellation, whose ghosts are judged purely by where the blueprint puts them. The
// size is read from the blueprint as stored, before locked types are dropped, so the
// gesture does not change behavior as the player unlocks things.
//
// Shared by the ghost coloring and the click path so a preview cannot disagree with what
// the click then does -- the same reason resolveBeltDragPath is shared.
@@ -94,7 +104,7 @@ BlueprintGhostResolved resolveBlueprintGhost(const FactoryState& state,
const GameConfig& config,
BuildingType type, QPoint anchor,
Rotation rotation,
bool blueprintHoldsOneBuilding);
std::optional<QPoint> hoverTile);
// What a belt drag would do to one tile of its path (REQ-BLD-BELT-DRAG).
enum class BeltTileAction