fix selection panel contents

This commit is contained in:
2026-08-07 22:01:10 +02:00
parent 9f574fa05e
commit 7ae5f8c4dc
10 changed files with 204 additions and 165 deletions

View File

@@ -3,6 +3,7 @@
#include "Building.h"
#include "BuildingTarget.h"
#include "GameConfig.h"
#include "ProductionRules.h"
AutoProductionContent::AutoProductionContent(const SelectionContext& context,
const SelectionRequest& request,
@@ -19,6 +20,27 @@ BufferedBuildingContent::CycleInfo AutoProductionContent::getCycleInfo(
// REQ-BLD-REPROCESSING), so its production section is always shown -- but only a
// running cycle names a recipe, so while it is idle there is no cycle to describe.
info.runsProduction = true;
if (target.building)
{
// What the building handles at all, so its buffers are not blank whenever it
// happens to be between cycles (REQ-UI-SINGLE-SELECTION). This is the same union
// of every recipe of its type that the simulation sized the buffers over, and
// the locked ones among them are dropped when the card lists them.
for (const RecipeDef* recipe :
gatherCandidateRecipes(*getContext().config, *target.building))
{
for (const RecipeIngredient& ingredient : recipe->inputs)
{
info.handledInputs.push_back(ingredient.item);
}
for (const RecipeOutput& output : recipe->outputs)
{
info.handledOutputs.push_back(output.item);
}
}
}
if (!target.building || !target.building->production.has_value())
{
return info;