split the selection panel into one card per kind of selection

The panel rendered every selection out of a single pool of member widgets,
hidden and shown per branch, so each build path had to remember to hide the
other branches' widgets. That coupling produced the two defects fixed in
668ce0f, and the per-type detail the requirements now ask for would only add
more of it.

The pool is gone. SelectionPanel keeps the category arbitration, the float and
the hide-when-empty behaviour, and hosts exactly one SelectionContent at a
time; SelectionContentFactory picks which one from the selection alone. Each
card is one row of the catalog in REQ-UI-SELECTION-CONTENT and owns only its
own widgets.

The card structure (REQ-UI-SELECTION-CARD) lives in the base class: a header
with an identity symbol, a name and one right slot, then a configuration group
and a runtime group. A construction site keeps its configuration and has its
whole runtime group replaced by the construction progress, decided once there
rather than in every card (REQ-BLD-SITE-CONFIG).

Also implemented here:
- REQ-UI-SELECTION-STATUS: the header status dot, taken from the simulation's
  own getProductionStatus() so the panel and the world's status light cannot
  disagree.
- REQ-UI-SELECTION-AGGREGATE: belt-subsystem tiles and debris-only selections
  collapse into one card with a count instead of a count summary.
- REQ-UI-HQ-PANEL: the HQ shows the global block stock and its HP, neither of
  which is a buffer.
- BuildingIconCache, extracted from BuildButtonBar's file-local chip loading so
  the card headers and the build buttons rasterize the same SVGs once.

FieldSelectionPanel is deleted: ships, stations, debris and the field count
summary are four more cards in the same factory, so the two-panel arbitration
collapses into one decision.

The card parts are still today's labels and buttons; the item chips, bars,
recipe summary and stat rows follow.

Build clean, 541 tests pass, app runs with no Qt warnings. Visual check
pending.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
This commit is contained in:
2026-08-07 12:18:33 +02:00
parent 90e40dddbc
commit 89e984ec76
59 changed files with 2966 additions and 1549 deletions

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#include "AutoProductionContent.h"
#include "Building.h"
#include "BuildingTarget.h"
#include "GameConfig.h"
#include "SelectionNames.h"
AutoProductionContent::AutoProductionContent(const SelectionContext& context,
const SelectionRequest& request,
QWidget* parent)
: BufferedBuildingContent(context, request.buildings.front(), parent)
{
}
void AutoProductionContent::refreshConfiguration()
{
const BuildingTarget target = resolveBuildingTarget(getContext(), getBuildingId());
if (!target.isValid())
{
return;
}
setBuildingIdentity(target.type, getBuildingTypeName(target.type));
}
BufferedBuildingContent::CycleInfo AutoProductionContent::getCycleInfo(
const Building& building) const
{
CycleInfo info;
// An auto-recipe building always runs an implicit recipe (REQ-BLD-SMELTER,
// 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 time.
info.runsProduction = true;
if (!building.production.has_value())
{
return info;
}
const RecipeDef* recipe = getContext().config->recipes.findRecipeDef(
building.production->recipeId, building.type);
if (!recipe)
{
return info;
}
for (const RecipeIngredient& ingredient : recipe->inputs)
{
info.perCycleInputs[ingredient.item] = ingredient.amount;
}
for (const RecipeOutput& output : recipe->outputs)
{
info.perCycleOutputs[output.item] = output.amount;
}
info.durationSeconds = recipe->durationSeconds;
return info;
}

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#pragma once
#include "BufferedBuildingContent.h"
#include "SelectionContentFactory.h"
// The card for a Smelter or a Reprocessing Plant (REQ-UI-SELECTION-CONTENT). Both
// auto-process whatever they receive and have no player-facing recipe selection
// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING), so the card has no configuration group at
// all; its cycle is whichever recipe is currently in production.
class AutoProductionContent : public BufferedBuildingContent
{
Q_OBJECT
public:
AutoProductionContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent = nullptr);
protected:
void refreshConfiguration() override;
CycleInfo getCycleInfo(const Building& building) const override;
};

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#include "BeltContent.h"
#include <QVBoxLayout>
#include "BuildingTarget.h"
#include "ClearBeltControl.h"
#include "SelectionNames.h"
BeltContent::BeltContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent)
// Only an operational tile aggregates, so a card showing several is never a site;
// a single selected tile still can be one.
: SelectionContent(context,
request.buildings.size() == 1
? asConstructionSite(context, request.buildings.front())
: std::nullopt,
parent)
, m_ids(request.buildings)
{
getRuntimeLayout()->addWidget(new ClearBeltControl(context, m_ids, this));
}
void BeltContent::refreshConfiguration()
{
const BuildingTarget target = resolveBuildingTarget(getContext(), m_ids.front());
if (!target.isValid())
{
return;
}
// An aggregated selection may mix belts with tunnel ends, so it is named after the
// first tile; the count says how many are held (REQ-UI-SELECTION-AGGREGATE).
setBuildingIdentity(target.type, getBuildingTypeName(target.type));
if (m_ids.size() > 1)
{
setCountSlot(static_cast<int>(m_ids.size()));
}
}

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#pragma once
#include <vector>
#include "BuildingId.h"
#include "SelectionContent.h"
#include "SelectionContentFactory.h"
// The card for a belt, a tunnel entry or a tunnel exit
// (REQ-UI-SELECTION-CONTENT). These carry no configuration and no buffers of their own;
// their card is the clear action alone (REQ-UI-BELT-CLEAR).
//
// Because that action already operates on the whole selection, several of them aggregate
// into this one card with the count in the header (REQ-UI-SELECTION-AGGREGATE) -- the
// splitter is not among them, as its output filters are per-object.
class BeltContent : public SelectionContent
{
Q_OBJECT
public:
BeltContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent = nullptr);
protected:
void refreshConfiguration() override;
void refreshRuntime() override {}
private:
std::vector<BuildingId> m_ids;
};

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#include "BufferSection.h"
#include <QLabel>
#include <QVBoxLayout>
#include "Building.h"
namespace
{
// One "<item>: <count>[/<per cycle>]" entry.
QString formatEntry(const std::string& itemId, int count, int perCycle)
{
QString text = QString::fromStdString(itemId) + ": " + QString::number(count);
if (perCycle > 0)
{
text += "/" + QString::number(perCycle);
}
return text + " ";
}
int findPerCycle(const std::map<std::string, int>& perCycle, const std::string& itemId)
{
const std::map<std::string, int>::const_iterator it = perCycle.find(itemId);
return (it != perCycle.end()) ? it->second : 0;
}
} // namespace
BufferSection::BufferSection(QWidget* parent)
: QWidget(parent)
{
QVBoxLayout* layout = new QVBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
m_label = new QLabel(this);
m_label->setWordWrap(true);
layout->addWidget(m_label);
}
void BufferSection::setBuffers(const Building& building,
const std::map<std::string, int>& perCycleInputs,
const std::map<std::string, int>& perCycleOutputs)
{
QString text;
if (!building.inputBuffer.counts.empty())
{
text += tr("Input: ");
for (const std::pair<const ItemType, int>& entry : building.inputBuffer.counts)
{
text += formatEntry(entry.first.id, entry.second,
findPerCycle(perCycleInputs, entry.first.id));
}
text += "\n";
}
// Output-side items are the buffered ones plus those still emerging onto the output
// belts: an emerging item still belongs to the output buffer (REQ-MAT-OUTPUT-EMERGE),
// so leaving it out would make it vanish from the panel while it animates.
std::map<std::string, int> outputCounts;
for (const Item& item : building.outputBuffer.items)
{
outputCounts[item.type.id]++;
}
for (const std::vector<BeltItemSlot>& lane : building.emergingItems)
{
for (const BeltItemSlot& slot : lane)
{
outputCounts[slot.item.type.id]++;
}
}
// A configured building lists every item its cycle produces, so an output the player
// is waiting for shows as 0 rather than being absent.
for (const std::pair<const std::string, int>& entry : perCycleOutputs)
{
outputCounts.emplace(entry.first, 0);
}
if (!outputCounts.empty())
{
text += tr("Output: ");
for (const std::pair<const std::string, int>& entry : outputCounts)
{
text += formatEntry(entry.first, entry.second,
findPerCycle(perCycleOutputs, entry.first));
}
}
m_label->setText(text.trimmed());
setVisible(!text.trimmed().isEmpty());
}

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#pragma once
#include <map>
#include <string>
#include <QWidget>
struct Building;
class QLabel;
// The input and output buffer contents of one building (REQ-UI-SINGLE-SELECTION).
//
// Counting what is in the buffers is the same for every building type, so it happens
// here; what a cycle consumes and produces is not, so the owning content supplies those
// per-cycle amounts. An item with no entry in the maps is shown without a denominator.
class BufferSection : public QWidget
{
Q_OBJECT
public:
explicit BufferSection(QWidget* parent = nullptr);
// perCycleInputs and perCycleOutputs map an item id to the amount one production
// cycle consumes or produces. Both may be empty, for a building that runs no cycle.
void setBuffers(const Building& building,
const std::map<std::string, int>& perCycleInputs,
const std::map<std::string, int>& perCycleOutputs);
private:
QLabel* m_label;
};

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#include "BufferedBuildingContent.h"
#include <QVBoxLayout>
#include "Building.h"
#include "BufferSection.h"
#include "BuildingTarget.h"
#include "FactoryQueries.h"
#include "ProductionSection.h"
#include "Simulation.h"
BufferedBuildingContent::BufferedBuildingContent(const SelectionContext& context,
BuildingId id, QWidget* parent)
: SelectionContent(context, asConstructionSite(context, id), parent)
, m_id(id)
{
m_buffers = new BufferSection(this);
m_production = new ProductionSection(this);
getRuntimeLayout()->addWidget(m_buffers);
getRuntimeLayout()->addWidget(m_production);
}
void BufferedBuildingContent::refreshRuntime()
{
const Building* building = findBuilding(getContext().sim->getFactoryState(), m_id);
if (!building)
{
// Gone under the card. SelectionPanel rebuilds on the same refresh; this only
// has to avoid reading it.
return;
}
setProductionStatusSlot(*building);
const CycleInfo cycle = getCycleInfo(*building);
m_buffers->setBuffers(*building, cycle.perCycleInputs, cycle.perCycleOutputs);
m_production->setProduction(cycle.runsProduction, *building, cycle.durationSeconds,
getContext().sim->getCurrentTick());
}

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#pragma once
#include <map>
#include <string>
#include "BuildingId.h"
#include "SelectionContent.h"
struct Building;
class BufferSection;
class ProductionSection;
// Shared body of the four cards that show one building with buffers -- the Miner and
// Assembler, the Smelter and Reprocessing Plant, the Shipyard, and the Salvage Bay
// (REQ-UI-SELECTION-CONTENT). All four show the same header status, buffer contents and
// production progress; they differ only in what one production cycle costs and how long
// it takes, which is what the subclass supplies.
//
// This is implementation sharing, not a catalog entry: every concrete subclass is one
// row of the content catalog.
class BufferedBuildingContent : public SelectionContent
{
Q_OBJECT
protected:
// What one production cycle of this building consumes, produces, and takes.
struct CycleInfo
{
std::map<std::string, int> perCycleInputs;
std::map<std::string, int> perCycleOutputs;
// False when the building produces nothing at all (the Salvage Bay,
// REQ-BLD-SALVAGE-BAY) or has no recipe or schematic selected yet: the
// production section is then not shown (REQ-UI-PRODUCTION-PROGRESS).
bool runsProduction = false;
// 0 while an auto-recipe building sits between cycles, when no single recipe
// names a cycle time; the progress line then reads "idle".
double durationSeconds = 0.0;
};
BufferedBuildingContent(const SelectionContext& context, BuildingId id,
QWidget* parent);
virtual CycleInfo getCycleInfo(const Building& building) const = 0;
BuildingId getBuildingId() const { return m_id; }
void refreshRuntime() override;
private:
BuildingId m_id;
BufferSection* m_buffers;
ProductionSection* m_production;
};

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#include "BuildingTarget.h"
#include "FactoryQueries.h"
#include "SelectionContext.h"
#include "Simulation.h"
BuildingTarget resolveBuildingTarget(const SelectionContext& context, BuildingId id)
{
BuildingTarget target;
target.building = findBuilding(context.sim->getFactoryState(), id);
target.site = target.building
? nullptr
: findSite(context.sim->getFactoryState(), id);
if (!target.isValid())
{
return target;
}
target.type = target.building ? target.building->type : target.site->type;
target.recipeId = target.building ? target.building->recipeId : target.site->recipeId;
target.shipLayout = target.building ? target.building->shipLayout : target.site->shipLayout;
target.anchor = target.building ? target.building->anchor : target.site->anchor;
return target;
}
std::optional<BuildingId> asConstructionSite(const SelectionContext& context,
BuildingId id)
{
if (findSite(context.sim->getFactoryState(), id) != nullptr)
{
return id;
}
return std::nullopt;
}

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#pragma once
#include <optional>
#include <string>
#include <QPoint>
#include "BuildingId.h"
#include "BuildingType.h"
#include "ShipLayout.h"
struct Building;
struct ConstructionSite;
struct SelectionContext;
// One selected building id resolved to whichever of the two things it names: an
// operational building or a construction site still queued or under construction. A
// site carries the same configuration as the building it will become
// (REQ-BLD-SITE-CONFIG), so the fields both have are read out here once instead of in
// every content that shows a single building.
struct BuildingTarget
{
const Building* building = nullptr; // null while it is still a site
const ConstructionSite* site = nullptr; // null once it is built
BuildingType type = BuildingType::Miner;
std::string recipeId;
std::optional<ShipLayoutConfig> shipLayout;
QPoint anchor;
// False when the id names neither -- the object went away under the panel (it was
// deconstructed, or its site finished and its id was reused).
bool isValid() const { return building != nullptr || site != nullptr; }
};
// Resolves the id against the current factory state. The returned pointers are only
// valid until the simulation next mutates, so this is called per refresh rather than
// cached.
BuildingTarget resolveBuildingTarget(const SelectionContext& context, BuildingId id);
// The id wrapped as a construction site id when it names one, nullopt when it names an
// operational building. Every content showing a single building hands this to
// SelectionContent so the base can apply the site rule (REQ-UI-SELECTION-CARD).
std::optional<BuildingId> asConstructionSite(const SelectionContext& context,
BuildingId id);

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SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/SelectionContext.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionContent.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionContentFactory.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionNames.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingTarget.h
${CMAKE_CURRENT_SOURCE_DIR}/DebrisScrap.h
${CMAKE_CURRENT_SOURCE_DIR}/BufferSection.h
${CMAKE_CURRENT_SOURCE_DIR}/ProductionSection.h
${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionControl.h
${CMAKE_CURRENT_SOURCE_DIR}/ClearBeltControl.h
${CMAKE_CURRENT_SOURCE_DIR}/BufferedBuildingContent.h
${CMAKE_CURRENT_SOURCE_DIR}/RecipeProductionContent.h
${CMAKE_CURRENT_SOURCE_DIR}/AutoProductionContent.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipyardContent.h
${CMAKE_CURRENT_SOURCE_DIR}/StorageContent.h
${CMAKE_CURRENT_SOURCE_DIR}/HqContent.h
${CMAKE_CURRENT_SOURCE_DIR}/BeltContent.h
${CMAKE_CURRENT_SOURCE_DIR}/SplitterContent.h
${CMAKE_CURRENT_SOURCE_DIR}/MultiBuildingContent.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipContent.h
${CMAKE_CURRENT_SOURCE_DIR}/StationContent.h
${CMAKE_CURRENT_SOURCE_DIR}/DebrisContent.h
${CMAKE_CURRENT_SOURCE_DIR}/FieldMultiContent.h
PARENT_SCOPE
)
SET(SRCS
${SRCS}
${CMAKE_CURRENT_SOURCE_DIR}/SelectionContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SelectionContentFactory.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SelectionNames.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingTarget.cpp
${CMAKE_CURRENT_SOURCE_DIR}/DebrisScrap.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BufferSection.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ProductionSection.cpp
${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionControl.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ClearBeltControl.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BufferedBuildingContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/RecipeProductionContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/AutoProductionContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipyardContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/StorageContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/HqContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BeltContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/SplitterContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/MultiBuildingContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/StationContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/DebrisContent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/FieldMultiContent.cpp
PARENT_SCOPE
)
set(UI_INCLUDE_PATH
${UI_INCLUDE_PATH}
${CMAKE_CURRENT_SOURCE_DIR}
PARENT_SCOPE
)

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#include "ClearBeltControl.h"
#include <QPoint>
#include <QPushButton>
#include <QVBoxLayout>
#include "Building.h"
#include "Command.h"
#include "CommandRequestedEvent.h"
#include "EventManager.h"
#include "FactoryQueries.h"
#include "Simulation.h"
ClearBeltControl::ClearBeltControl(const SelectionContext& context,
const std::vector<BuildingId>& ids, QWidget* parent)
: QWidget(parent)
, m_context(context)
, m_ids(ids)
{
QVBoxLayout* layout = new QVBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
QPushButton* button = new QPushButton(tr("Clear stuck items"), this);
layout->addWidget(button);
connect(button, &QPushButton::clicked, this, [this]() { clearSelectedTiles(); });
}
void ClearBeltControl::clearSelectedTiles() const
{
std::vector<QPoint> tiles;
for (BuildingId id : m_ids)
{
const Building* building = findBuilding(m_context.sim->getFactoryState(), id);
if (building && isBeltSubsystemType(building->type))
{
for (const QPoint& cell : building->bodyCells)
{
tiles.push_back(cell);
}
}
}
if (tiles.empty())
{
return;
}
std::shared_ptr<ClearBeltTilesCommand> command =
std::make_shared<ClearBeltTilesCommand>();
command->tiles = std::move(tiles);
EventManager::getInstance()->sendEventImmediately(
std::make_shared<CommandRequestedEvent>(command));
}

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#pragma once
#include <vector>
#include <QWidget>
#include "BuildingId.h"
#include "SelectionContext.h"
// The "Clear stuck items" action of the card's runtime group (REQ-UI-BELT-CLEAR): it
// removes every item from the selected belt, splitter and tunnel tiles, which is how a
// stalled line is resolved.
//
// It acts on the whole selection rather than on one tile, which is why a selection of
// belts and tunnel ends aggregates into a single card instead of a count summary
// (REQ-UI-SELECTION-AGGREGATE), and why the count summary shows the action too when a
// belt is among the selected buildings.
class ClearBeltControl : public QWidget
{
Q_OBJECT
public:
ClearBeltControl(const SelectionContext& context,
const std::vector<BuildingId>& ids, QWidget* parent = nullptr);
private:
void clearSelectedTiles() const;
SelectionContext m_context;
std::vector<BuildingId> m_ids;
};

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#include "DebrisContent.h"
#include <QLabel>
#include <QVBoxLayout>
#include "DebrisScrap.h"
#include "Simulation.h"
DebrisContent::DebrisContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent)
: SelectionContent(context, std::nullopt, parent)
, m_debris(request.debris)
{
m_scrapLabel = new QLabel(this);
getRuntimeLayout()->addWidget(m_scrapLabel);
setIdentity(QPixmap(), tr("Debris"));
if (m_debris.size() > 1)
{
setCountSlot(static_cast<int>(m_debris.size()));
}
}
void DebrisContent::refreshRuntime()
{
// The value falls as the debris is collected and as pieces despawn
// (REQ-UI-DEBRIS-CLICK-SELECT), so it is re-summed rather than remembered.
m_scrapLabel->setText(tr("Scrap remaining: %1")
.arg(sumDebrisScrap(getContext().sim->getAdmin(), m_debris)));
}

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#pragma once
#include <vector>
#include "entt/entity/entity.hpp"
#include "SelectionContent.h"
#include "SelectionContentFactory.h"
class QLabel;
// The card for selected debris (REQ-UI-DEBRIS-PANEL): the scrap still left in it.
//
// It is the field category's aggregating content (REQ-UI-SELECTION-AGGREGATE): several
// pieces of debris show this same card with the count in the header and their scrap
// summed, because that is the one value the card holds and it adds up.
class DebrisContent : public SelectionContent
{
Q_OBJECT
public:
DebrisContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent = nullptr);
protected:
void refreshRuntime() override;
private:
std::vector<entt::entity> m_debris;
QLabel* m_scrapLabel;
};

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#include "DebrisScrap.h"
#include <algorithm>
#include "DebrisSystem.h"
int sumDebrisScrap(const EntityAdmin& admin, const std::vector<entt::entity>& debris)
{
int total = 0;
for (const DebrisInfo& info : getAllDebrisInfo(admin))
{
if (std::find(debris.begin(), debris.end(), info.entity) != debris.end())
{
total += info.amount;
}
}
return total;
}

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#pragma once
#include <vector>
#include "entt/entity/entity.hpp"
class EntityAdmin;
// Remaining scrap summed over the given debris, skipping pieces that have already been
// collected or despawned (REQ-RES-DEBRIS-DROP). Shared by the debris card and the field
// count summary, which show the same total in two shapes (REQ-UI-DEBRIS-PANEL,
// REQ-UI-FIELD-MULTI-SELECTION).
int sumDebrisScrap(const EntityAdmin& admin, const std::vector<entt::entity>& debris);

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#include "FieldMultiContent.h"
#include <map>
#include <string>
#include <QLabel>
#include <QStringList>
#include <QVBoxLayout>
#include "DebrisScrap.h"
#include "DisplayName.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "ShipIdentityComponent.h"
#include "Simulation.h"
#include "StationBodyComponent.h"
FieldMultiContent::FieldMultiContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent)
: SelectionContent(context, std::nullopt, parent)
, m_actors(request.actors)
, m_debris(request.debris)
{
m_summaryLabel = new QLabel(this);
m_summaryLabel->setWordWrap(true);
getRuntimeLayout()->addWidget(m_summaryLabel);
setIdentity(QPixmap(), tr("Mixed selection"));
setCountSlot(static_cast<int>(m_actors.size() + m_debris.size()));
}
void FieldMultiContent::refreshRuntime()
{
EntityAdmin& admin = getContext().sim->getAdmin();
// Grouped by faction, kind and ship schematic, in the order the groups are first
// seen (REQ-UI-FIELD-MULTI-SELECTION).
std::vector<QString> keys;
std::map<QString, int> counts;
std::map<QString, QString> labels;
for (entt::entity actor : m_actors)
{
if (!admin.isValid(actor)) { continue; }
const bool isEnemy = admin.hasAll<FactionComponent>(actor)
&& admin.get<FactionComponent>(actor).isEnemy;
QString key;
QString label;
if (admin.hasAll<ShipIdentityComponent>(actor))
{
const std::string& id = admin.get<ShipIdentityComponent>(actor).schematicId;
const QString name = QString::fromStdString(toDisplayName(id));
key = (isEnemy ? QStringLiteral("ship:enemy:")
: QStringLiteral("ship:player:"))
+ QString::fromStdString(id);
label = isEnemy ? tr("Enemy %1").arg(name) : name;
}
else if (admin.hasAll<StationBodyComponent>(actor))
{
key = isEnemy ? QStringLiteral("station:enemy")
: QStringLiteral("station:player");
label = isEnemy ? tr("Enemy Defence Station") : tr("Player Defence Station");
}
else
{
continue;
}
if (counts.find(key) == counts.end())
{
keys.push_back(key);
labels[key] = label;
}
counts[key] += 1;
}
QStringList lines;
for (const QString& key : keys)
{
lines << tr("%1 x %2").arg(labels[key]).arg(counts[key]);
}
if (!m_debris.empty())
{
lines << tr("Debris x %1").arg(static_cast<int>(m_debris.size()));
// The scrap total follows the debris row rather than standing on its own, so it
// reads as belonging to it (REQ-UI-DEBRIS-PANEL).
lines << tr(" holding %1 scrap").arg(sumDebrisScrap(admin, m_debris));
}
m_summaryLabel->setText(lines.join('\n'));
}

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#pragma once
#include <vector>
#include "entt/entity/entity.hpp"
#include "SelectionContent.h"
#include "SelectionContentFactory.h"
class QLabel;
// The count summary for a field selection holding more than one object that does not
// aggregate (REQ-UI-FIELD-MULTI-SELECTION): several actors, or actors together with
// debris. A count per type, and the debris' summed scrap when debris is part of it.
class FieldMultiContent : public SelectionContent
{
Q_OBJECT
public:
FieldMultiContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent = nullptr);
protected:
void refreshRuntime() override;
private:
std::vector<entt::entity> m_actors;
std::vector<entt::entity> m_debris;
QLabel* m_summaryLabel;
};

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#include "HqContent.h"
#include <QLabel>
#include <QVBoxLayout>
#include "EntityAdmin.h"
#include "HealthComponent.h"
#include "HqProxyComponent.h"
#include "SelectionNames.h"
#include "Simulation.h"
HqContent::HqContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent)
// The HQ is placed before the game starts and can never be deconstructed
// (REQ-BLD-DECONSTRUCT), so it is never a construction site.
: SelectionContent(context, std::nullopt, parent)
{
m_stockLabel = new QLabel(this);
m_hpLabel = new QLabel(this);
getRuntimeLayout()->addWidget(m_stockLabel);
getRuntimeLayout()->addWidget(m_hpLabel);
setBuildingIdentity(BuildingType::Hq, getBuildingTypeName(BuildingType::Hq));
}
void HqContent::refreshRuntime()
{
m_stockLabel->setText(
tr("Building blocks: %1").arg(getContext().sim->getBuildingBlocksStock()));
// The HQ's health lives on its proxy entity, not on the building
// (REQ-HQ-STATS, REQ-UI-HP-BARS).
EntityAdmin& admin = getContext().sim->getAdmin();
admin.forEach<HqProxyComponent, HealthComponent>(
[this](entt::entity /*entity*/, const HqProxyComponent& /*proxy*/,
const HealthComponent& health)
{
m_hpLabel->setText(tr("HP: %1 / %2")
.arg(static_cast<int>(health.hp + 0.5f))
.arg(static_cast<int>(health.maxHp + 0.5f)));
});
}

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#pragma once
#include "SelectionContent.h"
#include "SelectionContentFactory.h"
class QLabel;
// The card for the HQ (REQ-UI-HQ-PANEL): the global building blocks stock and the HQ's
// HP. It has no configuration group and no status indicator.
//
// The stock is not a buffer: blocks delivered by belt go straight into the global stock
// (REQ-HQ-BELT-INPUT), which is exactly why the card shows it -- it is what tells the
// player to route blocks here. The HP comes from the HQ's proxy entity rather than from
// the building, since that is where its health lives.
class HqContent : public SelectionContent
{
Q_OBJECT
public:
HqContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent = nullptr);
protected:
void refreshRuntime() override;
private:
QLabel* m_stockLabel;
QLabel* m_hpLabel;
};

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#include "MultiBuildingContent.h"
#include <map>
#include <QLabel>
#include <QStringList>
#include <QVBoxLayout>
#include "Building.h"
#include "ClearBeltControl.h"
#include "FactoryQueries.h"
#include "GameConfig.h"
#include "SelectionNames.h"
#include "Simulation.h"
MultiBuildingContent::MultiBuildingContent(const SelectionContext& context,
const SelectionRequest& request,
QWidget* parent)
: SelectionContent(context, std::nullopt, parent)
, m_ids(request.buildings)
{
m_countsLabel = new QLabel(this);
m_totalCostLabel = new QLabel(this);
getRuntimeLayout()->addWidget(m_countsLabel);
getRuntimeLayout()->addWidget(m_totalCostLabel);
// A selection holding any belt-subsystem tile can still be cleared as a whole
// (REQ-UI-BELT-CLEAR), even though the mixture is what kept it from aggregating.
bool hasBeltTile = false;
for (BuildingId id : m_ids)
{
const Building* building = findBuilding(context.sim->getFactoryState(), id);
if (building && isBeltSubsystemType(building->type))
{
hasBeltTile = true;
break;
}
}
if (hasBeltTile)
{
getRuntimeLayout()->addWidget(new ClearBeltControl(context, m_ids, this));
}
// The header names the size of the selection instead of an object
// (REQ-UI-MULTI-SELECTION).
setIdentity(QPixmap(), tr("%1 buildings").arg(static_cast<int>(m_ids.size())));
buildSummary();
}
void MultiBuildingContent::buildSummary()
{
std::map<BuildingType, int> counts;
for (BuildingId id : m_ids)
{
const Building* building =
findBuilding(getContext().sim->getFactoryState(), id);
if (building)
{
counts[building->type]++;
continue;
}
const ConstructionSite* site =
findSite(getContext().sim->getFactoryState(), id);
if (site)
{
counts[site->type]++;
}
}
QStringList lines;
int totalCost = 0;
for (const std::pair<const BuildingType, int>& entry : counts)
{
lines << tr("%1 x %2").arg(getBuildingTypeName(entry.first)).arg(entry.second);
// Only player-placeable buildings count toward the total; the HQ and defence
// stations are excluded (REQ-UI-MULTI-SELECTION). A construction site counts at
// its type's full placement cost regardless of progress.
const BuildingDef* def =
getContext().config->buildings.findBuildingDef(entry.first);
if (def && def->playerPlaceable)
{
totalCost += def->cost * entry.second;
}
}
m_countsLabel->setText(lines.join('\n'));
m_totalCostLabel->setText(tr("Total: %1 Building Blocks").arg(totalCost));
}

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#pragma once
#include <vector>
#include "BuildingId.h"
#include "SelectionContent.h"
#include "SelectionContentFactory.h"
class QLabel;
// The count summary for several selected buildings that do not aggregate
// (REQ-UI-MULTI-SELECTION, REQ-UI-SELECTION-AGGREGATE): how many of each type, and the
// total building block cost of the selection. No per-building detail is shown.
class MultiBuildingContent : public SelectionContent
{
Q_OBJECT
public:
MultiBuildingContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent = nullptr);
protected:
// The summary is fixed for a given selection -- how many of each type were selected,
// and what they cost -- so it is built once and has nothing to keep current. A
// building leaving the selection re-publishes it and rebuilds this card.
void refreshRuntime() override {}
private:
void buildSummary();
std::vector<BuildingId> m_ids;
QLabel* m_countsLabel;
QLabel* m_totalCostLabel;
};

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#include "ProductionSection.h"
#include <algorithm>
#include <QLabel>
#include <QVBoxLayout>
#include "Building.h"
ProductionSection::ProductionSection(QWidget* parent)
: QWidget(parent)
{
QVBoxLayout* layout = new QVBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
m_label = new QLabel(this);
layout->addWidget(m_label);
}
void ProductionSection::setProduction(bool runsProduction, const Building& building,
double durationSeconds, Tick currentTick)
{
// Nothing selected to produce means neither a cycle time nor a progress indicator
// (REQ-UI-PRODUCTION-PROGRESS).
if (!runsProduction)
{
hide();
return;
}
QString text;
if (durationSeconds > 0.0)
{
text = tr("Cycle: %1 s\n").arg(durationSeconds, 0, 'f', 1);
}
if (durationSeconds > 0.0 && building.production.has_value())
{
const Tick cycleTicks = secondsToTicks(durationSeconds);
const Tick elapsed =
currentTick - (building.production->completesAt - cycleTicks);
const int percent = static_cast<int>(
std::max(Tick(0), std::min(cycleTicks, elapsed)) * 100 / cycleTicks);
text += tr("Progress: %1%").arg(percent);
}
else
{
text += tr("Progress: idle");
}
m_label->setText(text);
show();
}

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#pragma once
#include <QWidget>
#include "Tick.h"
struct Building;
class QLabel;
// The cycle time and production progress of one building (REQ-UI-PRODUCTION-PROGRESS).
//
// Reading the progress off an active cycle is the same for every building type, so it
// happens here; working out how long that cycle is differs per type (a recipe's
// duration, a schematic's production time plus its modules'), so the owning content
// supplies it.
class ProductionSection : public QWidget
{
Q_OBJECT
public:
explicit ProductionSection(QWidget* parent = nullptr);
// runsProduction false hides the section entirely -- the building produces nothing
// (a Salvage Bay) or has no recipe or schematic selected yet. When it is true but
// durationSeconds is 0 or less, the building is between cycles with no single recipe
// to name a cycle time for (an idle auto-recipe building), so the progress line
// reads "idle" and the cycle time is left out.
void setProduction(bool runsProduction, const Building& building,
double durationSeconds, Tick currentTick);
private:
QLabel* m_label;
};

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#include "RecipeProductionContent.h"
#include <QVBoxLayout>
#include "Building.h"
#include "BuildingTarget.h"
#include "GameConfig.h"
#include "RecipeSelectionControl.h"
#include "SelectionNames.h"
RecipeProductionContent::RecipeProductionContent(const SelectionContext& context,
const SelectionRequest& request,
QWidget* parent)
: BufferedBuildingContent(context, request.buildings.front(), parent)
{
const BuildingTarget target = resolveBuildingTarget(context, getBuildingId());
// The control is shown for a construction site too: a site is configured exactly
// like the building it will become (REQ-BLD-SITE-CONFIG).
m_recipeControl = new RecipeSelectionControl(context, getBuildingId(), target.type,
this);
getConfigurationLayout()->addWidget(m_recipeControl);
}
void RecipeProductionContent::refreshConfiguration()
{
const BuildingTarget target = resolveBuildingTarget(getContext(), getBuildingId());
if (!target.isValid())
{
return;
}
setBuildingIdentity(target.type, getBuildingTypeName(target.type));
m_recipeControl->setRecipeId(target.recipeId);
}
BufferedBuildingContent::CycleInfo RecipeProductionContent::getCycleInfo(
const Building& building) const
{
CycleInfo info;
const RecipeDef* recipe = building.recipeId.empty()
? nullptr
: getContext().config->recipes.findRecipeDef(building.recipeId, building.type);
if (!recipe)
{
return info;
}
for (const RecipeIngredient& ingredient : recipe->inputs)
{
info.perCycleInputs[ingredient.item] = ingredient.amount;
}
for (const RecipeOutput& output : recipe->outputs)
{
info.perCycleOutputs[output.item] = output.amount;
}
info.runsProduction = true;
info.durationSeconds = recipe->durationSeconds;
return info;
}

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#pragma once
#include "BufferedBuildingContent.h"
#include "SelectionContentFactory.h"
class RecipeSelectionControl;
// The card for a Miner or an Assembler (REQ-UI-SELECTION-CONTENT): a player-selected
// recipe, plus the buffers and production progress every buffered building shows. The
// two share a card because both run one selected recipe; a Miner simply has no inputs,
// so its input buffer section shows nothing of its own accord.
class RecipeProductionContent : public BufferedBuildingContent
{
Q_OBJECT
public:
RecipeProductionContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent = nullptr);
protected:
void refreshConfiguration() override;
CycleInfo getCycleInfo(const Building& building) const override;
private:
RecipeSelectionControl* m_recipeControl;
};

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#include "RecipeSelectionControl.h"
#include <vector>
#include <QPushButton>
#include <QVBoxLayout>
#include "EventManager.h"
#include "RecipeSelectionDialog.h"
#include "RecipeSelectionRequestedEvent.h"
#include "Simulation.h"
RecipeSelectionControl::RecipeSelectionControl(const SelectionContext& context,
BuildingId id, BuildingType type,
QWidget* parent)
: QWidget(parent)
, m_context(context)
, m_id(id)
, m_type(type)
{
QVBoxLayout* layout = new QVBoxLayout(this);
layout->setContentsMargins(0, 0, 0, 0);
layout->setSpacing(0);
m_button = new QPushButton(this);
layout->addWidget(m_button);
connect(m_button, &QPushButton::clicked, this, [this]() {
// Sent synchronously: MainWindow pauses the game, runs the modal dialog, and
// restores the speed before this returns. The chosen recipe is only enqueued as
// a command though, and drains on a later frame -- so the caption follows from
// the next refresh, not from here.
EventManager::getInstance()->sendEventImmediately(
std::make_shared<RecipeSelectionRequestedEvent>(m_id));
});
}
void RecipeSelectionControl::setRecipeId(const std::string& recipeId)
{
const std::vector<RecipeSelectionOption> options =
buildRecipeSelectionOptions(m_type, *m_context.sim, *m_context.config);
for (const RecipeSelectionOption& option : options)
{
if (option.id == recipeId && !option.id.empty())
{
m_button->setText(option.caption);
m_button->setToolTip(option.tooltip);
return;
}
}
m_button->setText(m_type == BuildingType::Shipyard
? tr("Select schematic")
: tr("Select recipe"));
m_button->setToolTip(QString());
}

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#pragma once
#include <string>
#include <QWidget>
#include "BuildingId.h"
#include "BuildingType.h"
#include "SelectionContext.h"
class QPushButton;
// The recipe/schematic selection control of the card's configuration group: one button
// captioned with the current selection that opens the modal selection dialog
// (REQ-UI-SELECT-BUTTON, REQ-UI-CONFIG-INLINE). Used by the Miner and Assembler for
// their recipe and by the Shipyard for its schematic; the placeholder caption is the
// only difference between the two.
//
// The control does not apply the choice itself: it asks for the dialog and the choice
// arrives back as a command, so the caption follows from the next refresh rather than
// from the click.
class RecipeSelectionControl : public QWidget
{
Q_OBJECT
public:
RecipeSelectionControl(const SelectionContext& context, BuildingId id,
BuildingType type, QWidget* parent = nullptr);
// Re-reads the caption and tooltip for the currently configured recipe id.
void setRecipeId(const std::string& recipeId);
private:
SelectionContext m_context;
BuildingId m_id;
BuildingType m_type;
QPushButton* m_button;
};

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#include "SelectionContent.h"
#include <algorithm>
#include <string>
#include <QFont>
#include <QGuiApplication>
#include <QHBoxLayout>
#include <QLabel>
#include <QPainter>
#include <QRectF>
#include <QVBoxLayout>
#include "BuildingIconCache.h"
#include "FactoryQueries.h"
#include "GameConfig.h"
#include "ProductionRules.h"
#include "Simulation.h"
#include "Tick.h"
#include "VisualsConfig.h"
namespace
{
// Size of the identity chip in the card header, in device-independent pixels. Smaller
// than the build button's 32 px chip: here it labels a line of text rather than being
// the whole button face.
const int kSymbolSizePx = 20;
// Diameter of the status dot beside the header's right-slot caption
// (REQ-UI-SELECTION-STATUS).
const int kStatusDotSizePx = 8;
// Spacing inside the card and between the header's elements.
const int kCardSpacingPx = 6;
const int kHeaderSpacingPx = 6;
QPixmap renderStatusDot(const QColor& fill, const QColor& outline)
{
const qreal dpr = qApp ? qApp->devicePixelRatio() : 1.0;
QPixmap pixmap(static_cast<int>(kStatusDotSizePx * dpr),
static_cast<int>(kStatusDotSizePx * dpr));
pixmap.setDevicePixelRatio(dpr);
pixmap.fill(Qt::transparent);
QPainter painter(&pixmap);
painter.setRenderHint(QPainter::Antialiasing, true);
painter.setPen(outline);
painter.setBrush(fill);
// Inset by half the pen width so the outline stays inside the pixmap.
painter.drawEllipse(QRectF(0.5, 0.5, kStatusDotSizePx - 1.0, kStatusDotSizePx - 1.0));
return pixmap;
}
} // namespace
SelectionContent::SelectionContent(const SelectionContext& context,
std::optional<BuildingId> constructionSiteId,
QWidget* parent)
: QWidget(parent)
, m_context(context)
, m_siteId(constructionSiteId)
, m_constructionLabel(nullptr)
{
QVBoxLayout* cardLayout = new QVBoxLayout(this);
cardLayout->setContentsMargins(0, 0, 0, 0);
cardLayout->setSpacing(kCardSpacingPx);
// Header: identity symbol, name, and the right slot pushed to the far edge
// (REQ-UI-SELECTION-CARD).
QWidget* header = new QWidget(this);
QHBoxLayout* headerLayout = new QHBoxLayout(header);
headerLayout->setContentsMargins(0, 0, 0, 0);
headerLayout->setSpacing(kHeaderSpacingPx);
m_symbolLabel = new QLabel(header);
m_symbolLabel->hide();
m_nameLabel = new QLabel(header);
QFont nameFont = m_nameLabel->font();
nameFont.setBold(true);
m_nameLabel->setFont(nameFont);
m_slotDot = new QLabel(header);
m_slotDot->hide();
m_slotLabel = new QLabel(header);
m_slotLabel->hide();
headerLayout->addWidget(m_symbolLabel);
headerLayout->addWidget(m_nameLabel);
headerLayout->addStretch(1);
headerLayout->addWidget(m_slotDot);
headerLayout->addWidget(m_slotLabel);
cardLayout->addWidget(header);
m_configurationGroup = new QWidget(this);
QVBoxLayout* configurationLayout = new QVBoxLayout(m_configurationGroup);
configurationLayout->setContentsMargins(0, 0, 0, 0);
configurationLayout->setSpacing(kCardSpacingPx);
cardLayout->addWidget(m_configurationGroup);
m_runtimeGroup = new QWidget(this);
QVBoxLayout* runtimeLayout = new QVBoxLayout(m_runtimeGroup);
runtimeLayout->setContentsMargins(0, 0, 0, 0);
runtimeLayout->setSpacing(kCardSpacingPx);
cardLayout->addWidget(m_runtimeGroup);
if (m_siteId.has_value())
{
// A site has no buffers and runs no production cycle, so whatever the subclass
// puts into the runtime group is not shown at all; the construction section
// takes its place (REQ-BLD-SITE-CONFIG, REQ-UI-SELECTION-CARD). The subclass
// still fills the group -- it just never becomes visible.
m_runtimeGroup->hide();
m_constructionLabel = new QLabel(this);
cardLayout->addWidget(m_constructionLabel);
setSlot(QColor(), tr("constructing"));
}
}
SelectionContent::~SelectionContent() = default;
void SelectionContent::refresh()
{
refreshConfiguration();
if (m_siteId.has_value())
{
refreshConstruction();
return;
}
refreshRuntime();
}
QVBoxLayout* SelectionContent::getConfigurationLayout()
{
return static_cast<QVBoxLayout*>(m_configurationGroup->layout());
}
QVBoxLayout* SelectionContent::getRuntimeLayout()
{
return static_cast<QVBoxLayout*>(m_runtimeGroup->layout());
}
void SelectionContent::setIdentity(const QPixmap& symbol, const QString& name)
{
m_symbolLabel->setPixmap(symbol);
m_symbolLabel->setVisible(!symbol.isNull());
m_nameLabel->setText(name);
}
void SelectionContent::setBuildingIdentity(BuildingType type, const QString& name)
{
const std::string iconName = buildingTypeId(type);
setIdentity(m_context.buildingIcons->getChip(iconName, kSymbolSizePx), name);
}
void SelectionContent::setSlot(const QColor& dotColor, const QString& caption)
{
if (dotColor.isValid())
{
m_slotDot->setPixmap(
renderStatusDot(dotColor, m_context.visuals->statusLight.outline));
m_slotDot->show();
}
else
{
m_slotDot->hide();
}
m_slotLabel->setText(caption);
m_slotLabel->setVisible(!caption.isEmpty());
}
void SelectionContent::setCountSlot(int count)
{
setSlot(QColor(), tr("x%1").arg(count));
}
void SelectionContent::clearSlot()
{
setSlot(QColor(), QString());
}
void SelectionContent::setProductionStatusSlot(const Building& building)
{
// The classification is the simulation's, so the panel and the world's status light
// can never disagree (REQ-UI-SELECTION-STATUS, REQ-UI-STATUS-LIGHT).
const std::optional<ProductionStatus> status =
getProductionStatus(*m_context.config, building);
if (!status.has_value())
{
clearSlot();
return;
}
const StatusLightVisuals& colors = m_context.visuals->statusLight;
// The Salvage Bay has no recipe and no cycle: its two states say whether it is
// holding scrap, not whether it is producing (REQ-BLD-SALVAGE-BAY).
const bool isSalvageBay = (building.type == BuildingType::SalvageBay);
switch (*status)
{
case ProductionStatus::Unconfigured:
setSlot(colors.grey, tr("no recipe"));
break;
case ProductionStatus::Producing:
setSlot(colors.green, isSalvageBay ? tr("holding scrap") : tr("producing"));
break;
case ProductionStatus::Starved:
setSlot(colors.red, isSalvageBay ? tr("empty") : tr("missing input"));
break;
case ProductionStatus::Blocked:
setSlot(colors.yellow, tr("output full"));
break;
}
}
void SelectionContent::refreshConstruction()
{
const ConstructionSite* site =
findSite(m_context.sim->getFactoryState(), *m_siteId);
if (!site)
{
// The site finished or was removed under the card. SelectionPanel rebuilds on
// the same refresh, so this only has to avoid reading a dead site.
return;
}
QString progress;
if (site->completesAt == 0)
{
progress = tr("Queued");
}
else
{
const BuildingDef* def =
m_context.config->buildings.findBuildingDef(site->type);
if (def && def->constructionTimeSeconds > 0)
{
const Tick duration = secondsToTicks(def->constructionTimeSeconds);
const Tick elapsed =
m_context.sim->getCurrentTick() - (site->completesAt - duration);
const int percent = static_cast<int>(
std::max(Tick(0), std::min(duration, elapsed)) * 100 / duration);
progress = tr("Construction: %1%").arg(percent);
}
else
{
progress = tr("Building...");
}
}
m_constructionLabel->setText(progress);
}

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#pragma once
#include <optional>
#include <QColor>
#include <QPixmap>
#include <QString>
#include <QWidget>
#include "BuildingId.h"
#include "BuildingType.h"
#include "SelectionContext.h"
struct Building;
class QLabel;
class QVBoxLayout;
// One card of the selection panel: the content shown for a particular kind of selection
// (REQ-UI-SELECTION-CARD). Every content is this base plus the parts its constructor
// puts into the two groups; which content is shown for which selection is decided in
// SelectionContentFactory (REQ-UI-SELECTION-CONTENT).
//
// The card has three parts, top to bottom:
// * the header -- identity symbol, name, and one optional right slot (a status
// indicator, a ship's behavior, or an object count);
// * the configuration group -- controls that change how the object is set up;
// * the runtime group -- what the object is currently doing.
//
// A construction site keeps its configuration group and has its whole runtime group
// replaced by the construction section (REQ-BLD-SITE-CONFIG). That rule lives here and
// nowhere else: a subclass fills both groups unconditionally in its constructor and
// never asks whether it is showing a site.
class SelectionContent : public QWidget
{
Q_OBJECT
public:
~SelectionContent() override;
// Re-reads the live values behind the card. It never changes the card's structure:
// a change that would (a site finishing, the selection changing) is a rebuild, and
// SelectionPanel owns that decision.
void refresh();
protected:
// constructionSiteId is set only while the card shows a construction site, in which
// case this base builds and drives the construction section in place of whatever the
// subclass puts into the runtime group.
SelectionContent(const SelectionContext& context,
std::optional<BuildingId> constructionSiteId,
QWidget* parent);
// Live values of the runtime group. Not called while the card shows a construction
// site, which has neither buffers nor a production cycle (REQ-BLD-SITE-CONFIG).
virtual void refreshRuntime() = 0;
// Live values of the configuration group. Called for a site too, because a site is
// configured exactly like the building it will become (REQ-BLD-SITE-CONFIG).
virtual void refreshConfiguration() {}
const SelectionContext& getContext() const { return m_context; }
// The two group layouts a subclass adds its parts to, in its constructor.
QVBoxLayout* getConfigurationLayout();
QVBoxLayout* getRuntimeLayout();
void setIdentity(const QPixmap& symbol, const QString& name);
// Header symbol for a building type: its chip icon, or nothing when the icon file is
// missing -- which is not an error (REQ-UI-BUILD-ICON, REQ-UI-SELECTION-CARD).
void setBuildingIdentity(BuildingType type, const QString& name);
// Fills the header's right slot. A null dot color leaves the dot off, for the slots
// that are a plain caption (a construction site, a ship's behavior).
void setSlot(const QColor& dotColor, const QString& caption);
// "x<count>", for an aggregated multi-selection (REQ-UI-SELECTION-AGGREGATE).
void setCountSlot(int count);
void clearSlot();
// Fills the right slot from the building's production status, mapped to the same
// colors and states the world's status light uses (REQ-UI-SELECTION-STATUS). Leaves
// the slot empty for a type that has no status light.
void setProductionStatusSlot(const Building& building);
private:
void refreshConstruction();
SelectionContext m_context;
// Set while this card shows a construction site rather than a finished object.
std::optional<BuildingId> m_siteId;
QLabel* m_symbolLabel;
QLabel* m_nameLabel;
QLabel* m_slotDot;
QLabel* m_slotLabel;
QWidget* m_configurationGroup;
QWidget* m_runtimeGroup;
// Replaces the runtime group while this card shows a construction site; null
// otherwise.
QLabel* m_constructionLabel;
};

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#include "SelectionContentFactory.h"
#include "AutoProductionContent.h"
#include "BeltContent.h"
#include "DebrisContent.h"
#include "FactoryQueries.h"
#include "FieldMultiContent.h"
#include "HqContent.h"
#include "MultiBuildingContent.h"
#include "RecipeProductionContent.h"
#include "ShipContent.h"
#include "ShipIdentityComponent.h"
#include "ShipyardContent.h"
#include "SplitterContent.h"
#include "StationBodyComponent.h"
#include "StationContent.h"
#include "StorageContent.h"
#include "Simulation.h"
namespace
{
// The catalog row a single building type belongs to (REQ-UI-SELECTION-CONTENT).
SelectionContentKind getKindForType(BuildingType type)
{
switch (type)
{
case BuildingType::Miner:
case BuildingType::Assembler:
return SelectionContentKind::RecipeProduction;
case BuildingType::Smelter:
case BuildingType::ReprocessingPlant:
return SelectionContentKind::AutoProduction;
case BuildingType::Shipyard:
return SelectionContentKind::Shipyard;
case BuildingType::SalvageBay:
return SelectionContentKind::Storage;
case BuildingType::Hq:
return SelectionContentKind::Hq;
case BuildingType::Belt:
case BuildingType::TunnelEntry:
case BuildingType::TunnelExit:
return SelectionContentKind::Belt;
case BuildingType::Splitter:
return SelectionContentKind::Splitter;
case BuildingType::PlayerDefenceStation:
case BuildingType::EnemyDefenceStation:
// Defence stations are field objects backed by entities; these two enum
// values exist only for cost and visuals lookup and never reach the panel as
// a building selection. The count summary is the harmless fallback.
return SelectionContentKind::MultiBuilding;
}
return SelectionContentKind::MultiBuilding;
}
// A belt, tunnel entry or tunnel exit -- the types whose card is the clear action alone
// and therefore aggregates (REQ-UI-SELECTION-AGGREGATE). The splitter is deliberately
// excluded: it carries per-object output filters, which have no aggregate.
bool isAggregatableBeltType(BuildingType type)
{
return type == BuildingType::Belt
|| type == BuildingType::TunnelEntry
|| type == BuildingType::TunnelExit;
}
ContentKey chooseBuildingContent(const SelectionRequest& request, Simulation& sim)
{
const FactoryState& state = sim.getFactoryState();
if (request.buildings.size() == 1)
{
const BuildingId id = request.buildings.front();
const Building* building = findBuilding(state, id);
if (building)
{
return { getKindForType(building->type), false };
}
const ConstructionSite* site = findSite(state, id);
if (site)
{
return { getKindForType(site->type), true };
}
// The building went away under the panel; the selection is stale and there is
// nothing to show (REQ-UI-EMPTY-SELECTION).
return {};
}
// Several buildings aggregate into one card only when every part of that card
// aggregates (REQ-UI-SELECTION-AGGREGATE). Construction sites are excluded from the
// belt case: a site's card is its own construction progress, which several sites
// cannot share.
bool allAggregatableBelts = true;
for (BuildingId id : request.buildings)
{
const Building* building = findBuilding(state, id);
if (!building || !isAggregatableBeltType(building->type))
{
allAggregatableBelts = false;
break;
}
}
if (allAggregatableBelts)
{
return { SelectionContentKind::Belt, false };
}
return { SelectionContentKind::MultiBuilding, false };
}
ContentKey chooseFieldContent(const SelectionRequest& request, Simulation& sim)
{
// A full single-object card is shown for a lone actor, and for debris whether one
// piece or several -- debris is the field category's other aggregating content
// (REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-SELECTION-AGGREGATE).
if (request.actors.size() == 1 && request.debris.empty())
{
EntityAdmin& admin = sim.getAdmin();
const entt::entity actor = request.actors.front();
if (admin.isValid(actor) && admin.hasAll<ShipIdentityComponent>(actor))
{
return { SelectionContentKind::Ship, false };
}
if (admin.isValid(actor) && admin.hasAll<StationBodyComponent>(actor))
{
return { SelectionContentKind::Station, false };
}
return {};
}
if (request.actors.empty() && !request.debris.empty())
{
return { SelectionContentKind::Debris, false };
}
return { SelectionContentKind::FieldMulti, false };
}
} // namespace
ContentKey chooseContent(const SelectionRequest& request, Simulation& sim)
{
if (request.isEmpty())
{
return {};
}
// Buildings win, so a non-empty building selection is the whole selection
// (REQ-UI-SELECTION-CATEGORIES).
if (!request.buildings.empty())
{
return chooseBuildingContent(request, sim);
}
return chooseFieldContent(request, sim);
}
SelectionContent* createContent(const ContentKey& key, const SelectionRequest& request,
const SelectionContext& context, QWidget* parent)
{
switch (key.kind)
{
case SelectionContentKind::None:
return nullptr;
case SelectionContentKind::RecipeProduction:
return new RecipeProductionContent(context, request, parent);
case SelectionContentKind::AutoProduction:
return new AutoProductionContent(context, request, parent);
case SelectionContentKind::Shipyard:
return new ShipyardContent(context, request, parent);
case SelectionContentKind::Storage:
return new StorageContent(context, request, parent);
case SelectionContentKind::Hq:
return new HqContent(context, request, parent);
case SelectionContentKind::Belt:
return new BeltContent(context, request, parent);
case SelectionContentKind::Splitter:
return new SplitterContent(context, request, parent);
case SelectionContentKind::MultiBuilding:
return new MultiBuildingContent(context, request, parent);
case SelectionContentKind::Ship:
return new ShipContent(context, request, parent);
case SelectionContentKind::Station:
return new StationContent(context, request, parent);
case SelectionContentKind::Debris:
return new DebrisContent(context, request, parent);
case SelectionContentKind::FieldMulti:
return new FieldMultiContent(context, request, parent);
}
return nullptr;
}

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#pragma once
#include <vector>
#include "entt/entity/entity.hpp"
#include "BuildingId.h"
#include "SelectionContext.h"
class QWidget;
class SelectionContent;
class Simulation;
// What is currently selected, in the selection panel's terms. The two categories are
// mutually exclusive (REQ-UI-SELECTION-CATEGORIES): either buildings is non-empty, or
// actors and/or debris are, never both.
struct SelectionRequest
{
std::vector<BuildingId> buildings;
std::vector<entt::entity> actors;
std::vector<entt::entity> debris;
bool isEmpty() const
{
return buildings.empty() && actors.empty() && debris.empty();
}
};
// One entry of the content catalog (REQ-UI-SELECTION-CONTENT). Selections that share an
// entry get the same content and differ only in the name and symbol in the header.
enum class SelectionContentKind
{
None, // nothing selected: the panel hides itself entirely
RecipeProduction, // Miner, Assembler
AutoProduction, // Smelter, Reprocessing Plant
Shipyard,
Storage, // Salvage Bay
Hq,
Belt, // Belt, Tunnel Entry, Tunnel Exit
Splitter,
MultiBuilding,
Ship,
Station,
Debris,
FieldMulti,
};
// Identifies the card on screen. The panel rebuilds when this changes and only refreshes
// otherwise, so a construction site finishing swaps the card while a progress counter
// running does not.
struct ContentKey
{
SelectionContentKind kind = SelectionContentKind::None;
bool isSite = false;
bool operator==(const ContentKey& other) const
{
return kind == other.kind && isSite == other.isSite;
}
bool operator!=(const ContentKey& other) const { return !(*this == other); }
};
// The card this selection calls for. This is where REQ-UI-SELECTION-AGGREGATE is
// decided: a multi-selection that aggregates resolves to the single-object kind, and
// everything else to one of the two count summaries.
ContentKey chooseContent(const SelectionRequest& request, Simulation& sim);
// Builds the card. Returns nullptr for SelectionContentKind::None.
SelectionContent* createContent(const ContentKey& key, const SelectionRequest& request,
const SelectionContext& context, QWidget* parent);

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#pragma once
struct GameConfig;
struct VisualsConfig;
class BuildingIconCache;
class ItemIconCache;
class Simulation;
// Everything a selection panel content reads that is not the selection itself: the
// simulation it queries live values from, the immutable config, and the window-wide
// rendering resources. Bundled so a content's constructor stays short and adding a
// shared resource does not touch every content (REQ-UI-SELECTION-CONTENT).
//
// Nothing here is owned: the whole struct is a view onto objects living in MainWindow
// and must not outlive it. Passed by const reference and copied into each content.
struct SelectionContext
{
Simulation* sim = nullptr;
const GameConfig* config = nullptr;
const VisualsConfig* visuals = nullptr;
ItemIconCache* itemIcons = nullptr;
BuildingIconCache* buildingIcons = nullptr;
// Whether debug draw is currently on (REQ-UI-DEBUG-DRAW), which the ship card shows
// its threat cost under (REQ-UI-SHIP-STATS-PANEL). A pointer rather than a copy
// because cards outlive a toggle: the panel owns the flag, so a card reading it per
// refresh always sees the current value without subscribing to the event itself.
const bool* debugDrawEnabled = nullptr;
};

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#include "SelectionNames.h"
#include <QObject>
#include "DisplayName.h"
QString getBuildingTypeName(BuildingType type)
{
// "Hq" would read as a word rather than an acronym through the generic conversion,
// and the player's own base deserves naming as such.
if (type == BuildingType::Hq)
{
return QObject::tr("Player HQ");
}
return QString::fromStdString(toDisplayName(buildingTypeId(type)));
}

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#pragma once
#include <QString>
#include "BuildingType.h"
// Display name of a building type for the selection panel's header and count rows
// (REQ-UI-SELECTION-CARD, REQ-UI-MULTI-SELECTION). The name is derived from the type's
// config id, so a new building type needs no entry here.
QString getBuildingTypeName(BuildingType type);

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#include "ShipContent.h"
#include <QVBoxLayout>
#include "EntityAdmin.h"
#include "GameConfig.h"
#include "HealthComponent.h"
#include "SelectedBehaviorComponent.h"
#include "ShipIdentityComponent.h"
#include "ShipStatsCalculator.h"
#include "ShipStatsPanel.h"
#include "Simulation.h"
#include "ThreatCostCalculator.h"
ShipContent::ShipContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent)
: SelectionContent(context, std::nullopt, parent)
, m_entity(request.actors.front())
{
m_statsPanel = new ShipStatsPanel(context.config, this);
getRuntimeLayout()->addWidget(m_statsPanel);
EntityAdmin& admin = context.sim->getAdmin();
if (admin.isValid(m_entity) && admin.hasAll<ShipIdentityComponent>(m_entity))
{
setIdentity(QPixmap(), tr("Ship: %1").arg(QString::fromStdString(
admin.get<ShipIdentityComponent>(m_entity).schematicId)));
}
}
void ShipContent::refreshRuntime()
{
EntityAdmin& admin = getContext().sim->getAdmin();
if (!admin.isValid(m_entity) || !admin.hasAll<HealthComponent>(m_entity))
{
// The ship died or despawned. GameWorldView prunes it from the selection and
// re-emits (REQ-UI-ENTITY-CLICK-SELECT), which rebuilds the card; this only has
// to avoid reading it in the meantime.
return;
}
const HealthComponent& health = admin.get<HealthComponent>(m_entity);
if (health.hp <= 0.0f)
{
return;
}
const ShipStats stats = buildShipStatsFromEntity(admin, m_entity);
m_statsPanel->refreshFromLive(stats, health.hp);
m_statsPanel->setBehavior(admin.get<SelectedBehaviorComponent>(m_entity).winner);
m_statsPanel->setDebugDrawEnabled(*getContext().debugDrawEnabled);
const ShipIdentityComponent& identity = admin.get<ShipIdentityComponent>(m_entity);
const ShipDef* schematicDef =
getContext().config->ships.findShipDef(identity.schematicId);
if (schematicDef)
{
m_statsPanel->setThreatCost(calculateShipThreatCost(
getContext().config->threatCosts, *getContext().config,
schematicDef->id, schematicDef->defaultModules));
}
}

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#pragma once
#include "entt/entity/entity.hpp"
#include "SelectionContent.h"
#include "SelectionContentFactory.h"
class ShipStatsPanel;
// The card for one selected ship (REQ-UI-SHIP-STATS-PANEL): its live hull stats and the
// summaries of the capability modules it carries, computed from what is actually
// installed (REQ-MOD-STAT-CALC). Applies to player and enemy ships alike
// (REQ-UI-ENTITY-CLICK-SELECT).
class ShipContent : public SelectionContent
{
Q_OBJECT
public:
ShipContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent = nullptr);
protected:
void refreshRuntime() override;
private:
entt::entity m_entity;
ShipStatsPanel* m_statsPanel;
};

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#include "ShipyardContent.h"
#include <QPushButton>
#include <QVBoxLayout>
#include "Building.h"
#include "BuildingTarget.h"
#include "EventManager.h"
#include "GameConfig.h"
#include "LayoutDialogRequestedEvent.h"
#include "ProductionRules.h"
#include "RecipeSelectionControl.h"
#include "SelectionNames.h"
#include "ShipLayoutPreview.h"
ShipyardContent::ShipyardContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent)
: BufferedBuildingContent(context, request.buildings.front(), parent)
{
m_schematicControl = new RecipeSelectionControl(context, getBuildingId(),
BuildingType::Shipyard, this);
m_layoutPreview = new ShipLayoutPreview(this);
m_configureButton = new QPushButton(tr("Configure Layout"), this);
getConfigurationLayout()->addWidget(m_schematicControl);
getConfigurationLayout()->addWidget(m_layoutPreview);
getConfigurationLayout()->addWidget(m_configureButton);
const BuildingId id = getBuildingId();
connect(m_configureButton, &QPushButton::clicked, this, [id]() {
EventManager::getInstance()->sendEventImmediately(
std::make_shared<LayoutDialogRequestedEvent>(id));
});
}
void ShipyardContent::refreshConfiguration()
{
const BuildingTarget target = resolveBuildingTarget(getContext(), getBuildingId());
if (!target.isValid())
{
return;
}
setBuildingIdentity(target.type, getBuildingTypeName(target.type));
m_schematicControl->setRecipeId(target.recipeId);
// The preview and Configure button are always shown for a shipyard and are only
// enabled once a schematic is selected (REQ-MOD-UI-PREVIEW). The schematic arrives
// by queued command, so this refresh is what picks it up rather than the click that
// chose it.
const ShipDef* shipDef = target.recipeId.empty()
? nullptr
: getContext().config->ships.findShipDef(target.recipeId);
const bool hasSchematic = shipDef && !shipDef->layout.empty();
if (hasSchematic)
{
m_layoutPreview->setShipAndLayout(
shipDef->layout,
target.shipLayout.has_value() ? *target.shipLayout : ShipLayoutConfig(),
&getContext().config->modules);
}
else
{
m_layoutPreview->showPlaceholder();
}
m_layoutPreview->setEnabled(hasSchematic);
m_configureButton->setEnabled(hasSchematic);
}
BufferedBuildingContent::CycleInfo ShipyardContent::getCycleInfo(
const Building& building) const
{
CycleInfo info;
const ShipDef* shipDef = building.recipeId.empty()
? nullptr
: getContext().config->ships.findShipDef(building.recipeId);
if (!shipDef)
{
return info;
}
// The schematic's materials plus every placed module's, which is also what sized the
// input buffers (REQ-BLD-SHIPYARD). The simulation owns that sum, so the panel asks
// it rather than adding the modules up a second time.
info.perCycleInputs =
computeShipyardRequiredMaterials(*getContext().config, building);
info.durationSeconds = shipDef->schematic.productionTimeSeconds;
if (building.shipLayout.has_value())
{
for (const PlacedModule& placed : building.shipLayout->placedModules)
{
const ModuleDef* moduleDef =
getContext().config->modules.findModuleDef(placed.moduleId);
if (moduleDef)
{
info.durationSeconds += moduleDef->productionTimeSeconds;
}
}
}
info.runsProduction = true;
return info;
}

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#pragma once
#include "BufferedBuildingContent.h"
#include "SelectionContentFactory.h"
class QPushButton;
class RecipeSelectionControl;
class ShipLayoutPreview;
// The card for a Shipyard (REQ-UI-SELECTION-CONTENT): the schematic selection, the
// module layout preview and its Configure button (REQ-MOD-UI-PREVIEW), plus the buffers
// and production progress every buffered building shows.
//
// It is the one card whose cycle is not a recipe: a shipyard's materials and production
// time are its schematic's plus every placed module's (REQ-BLD-SHIPYARD).
class ShipyardContent : public BufferedBuildingContent
{
Q_OBJECT
public:
ShipyardContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent = nullptr);
protected:
void refreshConfiguration() override;
CycleInfo getCycleInfo(const Building& building) const override;
private:
RecipeSelectionControl* m_schematicControl;
ShipLayoutPreview* m_layoutPreview;
QPushButton* m_configureButton;
};

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#include "SplitterContent.h"
#include <algorithm>
#include <optional>
#include <set>
#include <string>
#include <vector>
#include <QLabel>
#include <QListWidget>
#include <QVBoxLayout>
#include "BeltSystem.h"
#include "BuildingTarget.h"
#include "ClearBeltControl.h"
#include "Command.h"
#include "CommandRequestedEvent.h"
#include "EventManager.h"
#include "FactoryQueries.h"
#include "GameConfig.h"
#include "ItemType.h"
#include "Rotation.h"
#include "SelectionNames.h"
#include "Simulation.h"
namespace
{
// Height cap on a filter list, so two of them plus the rest of the card still fit.
const int kFilterListHeightPx = 100;
QString getRotationLabel(Rotation rotation)
{
// Written as code points because the sources are read as ASCII by the compiler.
const QChar upArrow(0x2191); // U+2191 UPWARDS ARROW
const QChar rightArrow(0x2192); // U+2192 RIGHTWARDS ARROW
const QChar downArrow(0x2193); // U+2193 DOWNWARDS ARROW
const QChar leftArrow(0x2190); // U+2190 LEFTWARDS ARROW
switch (rotation)
{
case Rotation::North: return QObject::tr("North (%1)").arg(upArrow);
case Rotation::East: return QObject::tr("East (%1)").arg(rightArrow);
case Rotation::South: return QObject::tr("South (%1)").arg(downArrow);
case Rotation::West: return QObject::tr("West (%1)").arg(leftArrow);
}
return QString();
}
// Every item type the economy knows, from both sides of every recipe.
std::vector<std::string> getAllItemIds(const RecipesConfig& recipes)
{
std::set<std::string> seen;
for (const RecipeDef& recipe : recipes.recipes)
{
for (const RecipeIngredient& ingredient : recipe.inputs)
{
seen.insert(ingredient.item);
}
for (const RecipeOutput& output : recipe.outputs)
{
seen.insert(output.item);
}
}
return std::vector<std::string>(seen.begin(), seen.end());
}
std::vector<ItemType> collectCheckedItems(const QListWidget* list)
{
std::vector<ItemType> filter;
for (int row = 0; row < list->count(); ++row)
{
const QListWidgetItem* item = list->item(row);
if (item->checkState() == Qt::Checked)
{
filter.push_back(ItemType{ item->text().toStdString() });
}
}
return filter;
}
} // namespace
SplitterContent::SplitterContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent)
: SelectionContent(context, asConstructionSite(context, request.buildings.front()),
parent)
, m_id(request.buildings.front())
, m_isSite(asConstructionSite(context, m_id).has_value())
, m_tile(0, 0)
{
m_filterALabel = new QLabel(this);
m_filterAList = new QListWidget(this);
m_filterBLabel = new QLabel(this);
m_filterBList = new QListWidget(this);
m_filterAList->setMaximumHeight(kFilterListHeightPx);
m_filterBList->setMaximumHeight(kFilterListHeightPx);
getConfigurationLayout()->addWidget(m_filterALabel);
getConfigurationLayout()->addWidget(m_filterAList);
getConfigurationLayout()->addWidget(m_filterBLabel);
getConfigurationLayout()->addWidget(m_filterBList);
getRuntimeLayout()->addWidget(
new ClearBeltControl(context, request.buildings, this));
// Populated once, here, rather than on every refresh: re-checking the boxes at 30 Hz
// would fight the player's clicks.
populateFilters();
connect(m_filterAList, &QListWidget::itemChanged,
this, [this]() { applyFilters(); });
connect(m_filterBList, &QListWidget::itemChanged,
this, [this]() { applyFilters(); });
}
void SplitterContent::refreshConfiguration()
{
const BuildingTarget target = resolveBuildingTarget(getContext(), m_id);
if (!target.isValid())
{
return;
}
setBuildingIdentity(target.type, getBuildingTypeName(target.type));
}
void SplitterContent::populateFilters()
{
const BuildingTarget target = resolveBuildingTarget(getContext(), m_id);
if (!target.isValid())
{
return;
}
// An operational splitter's outputs and filters live in the belt subsystem, keyed by
// tile; a site's are stored on the site itself (REQ-BLD-SITE-CONFIG).
std::optional<BeltSystem::SplitterInfo> info;
if (m_isSite)
{
info = getSiteSplitterInfo(getContext().sim->getFactoryState(),
*getContext().config, m_id);
}
else
{
m_tile = target.anchor;
info = getContext().sim->getBelts().getSplitterInfo(m_tile);
}
if (!info.has_value())
{
m_filterALabel->hide();
m_filterAList->hide();
m_filterBLabel->hide();
m_filterBList->hide();
return;
}
const std::vector<std::string> itemIds = getAllItemIds(getContext().config->recipes);
auto fillList = [&](QListWidget* list, QLabel* label, const QString& directionLabel,
const std::vector<ItemType>& filter)
{
label->setText(tr("%1 filter (empty = all):").arg(directionLabel));
list->blockSignals(true);
list->clear();
for (const std::string& itemId : itemIds)
{
// Only implicitly unlocked item types are offered (REQ-LOCK-UI-SPLITTER).
if (!getContext().sim->isItemUnlocked(itemId)) { continue; }
QListWidgetItem* row =
new QListWidgetItem(QString::fromStdString(itemId), list);
const bool checked = !filter.empty()
&& std::find(filter.begin(), filter.end(), ItemType{ itemId })
!= filter.end();
row->setCheckState(checked ? Qt::Checked : Qt::Unchecked);
row->setFlags(row->flags() | Qt::ItemIsUserCheckable);
}
list->blockSignals(false);
label->show();
list->show();
};
fillList(m_filterAList, m_filterALabel, getRotationLabel(info->outputA),
info->filterA);
fillList(m_filterBList, m_filterBLabel, getRotationLabel(info->outputB),
info->filterB);
}
void SplitterContent::applyFilters()
{
if (m_isSite)
{
std::shared_ptr<SetSiteSplitterFiltersCommand> command =
std::make_shared<SetSiteSplitterFiltersCommand>();
command->id = m_id;
command->filterA = collectCheckedItems(m_filterAList);
command->filterB = collectCheckedItems(m_filterBList);
EventManager::getInstance()->sendEventImmediately(
std::make_shared<CommandRequestedEvent>(command));
return;
}
std::shared_ptr<SetSplitterFiltersCommand> command =
std::make_shared<SetSplitterFiltersCommand>();
command->tile = m_tile;
command->filterA = collectCheckedItems(m_filterAList);
command->filterB = collectCheckedItems(m_filterBList);
EventManager::getInstance()->sendEventImmediately(
std::make_shared<CommandRequestedEvent>(command));
}

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#pragma once
#include <QPoint>
#include "BuildingId.h"
#include "SelectionContent.h"
#include "SelectionContentFactory.h"
class QLabel;
class QListWidget;
// The card for a Splitter (REQ-UI-SELECTION-CONTENT): its two per-output item filters
// (REQ-BLD-SPLITTER) plus the clear action every belt-subsystem tile has
// (REQ-UI-BELT-CLEAR).
//
// The filters are configuration, so they are shown for a construction site too and set
// through the site's own command (REQ-BLD-SITE-CONFIG); the clear action is runtime and
// therefore is not, because a site's tile is not registered with the belt subsystem yet.
class SplitterContent : public SelectionContent
{
Q_OBJECT
public:
SplitterContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent = nullptr);
protected:
void refreshConfiguration() override;
void refreshRuntime() override {}
private:
// Sends the checked items of both lists as the splitter's new filters. Routed to the
// site command or the live command depending on what the id names.
void applyFilters();
// Rebuilds both lists from the splitter's current outputs and filters. Only run when
// the lists are not already populated, so a per-tick refresh cannot uncheck a box
// the player is in the middle of clicking.
void populateFilters();
BuildingId m_id;
bool m_isSite;
QPoint m_tile;
QLabel* m_filterALabel;
QListWidget* m_filterAList;
QLabel* m_filterBLabel;
QListWidget* m_filterBList;
};

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#include "StationContent.h"
#include <QLabel>
#include <QVBoxLayout>
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "HealthComponent.h"
#include "ModuleOwnerComponent.h"
#include "Simulation.h"
#include "WeaponComponent.h"
StationContent::StationContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent)
: SelectionContent(context, std::nullopt, parent)
, m_entity(request.actors.front())
{
m_statsLabel = new QLabel(this);
m_statsLabel->setWordWrap(true);
getRuntimeLayout()->addWidget(m_statsLabel);
EntityAdmin& admin = context.sim->getAdmin();
const bool isEnemy = admin.isValid(m_entity)
&& admin.hasAll<FactionComponent>(m_entity)
&& admin.get<FactionComponent>(m_entity).isEnemy;
setIdentity(QPixmap(), isEnemy ? tr("Enemy Defence Station")
: tr("Player Defence Station"));
}
void StationContent::refreshRuntime()
{
EntityAdmin& admin = getContext().sim->getAdmin();
if (!admin.isValid(m_entity) || !admin.hasAll<HealthComponent>(m_entity))
{
return;
}
const HealthComponent& health = admin.get<HealthComponent>(m_entity);
// A station's weapons are child module entities pointing back at it, so its combined
// damage and range are summed over those rather than read off the station itself.
float totalDps = 0.0f;
float maxRange = 0.0f;
bool hasWeapon = false;
const entt::entity station = m_entity;
admin.forEach<ModuleOwnerComponent, WeaponComponent>(
[&](entt::entity /*child*/, const ModuleOwnerComponent& owner,
const WeaponComponent& weapon)
{
if (owner.owner != station) { return; }
hasWeapon = true;
totalDps += weapon.damage * weapon.fireRateHz;
if (weapon.range_tiles > maxRange) { maxRange = weapon.range_tiles; }
});
QString text = tr("HP: %1 / %2")
.arg(static_cast<int>(health.hp + 0.5f))
.arg(static_cast<int>(health.maxHp + 0.5f));
if (hasWeapon)
{
text += tr("\nDPS: %1")
.arg(QString::number(static_cast<double>(totalDps), 'f', 1));
text += tr("\nRange: %1 tiles")
.arg(QString::number(static_cast<double>(maxRange), 'f', 1));
}
m_statsLabel->setText(text);
}

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#pragma once
#include "entt/entity/entity.hpp"
#include "SelectionContent.h"
#include "SelectionContentFactory.h"
class QLabel;
// The card for one selected defence station, player or enemy
// (REQ-UI-STATION-STATS-PANEL): its HP plus the combined damage, range and fire rate of
// the weapon modules mounted on it.
class StationContent : public SelectionContent
{
Q_OBJECT
public:
StationContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent = nullptr);
protected:
void refreshRuntime() override;
private:
entt::entity m_entity;
QLabel* m_statsLabel;
};

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#include "StorageContent.h"
#include "Building.h"
#include "BuildingTarget.h"
#include "SelectionNames.h"
StorageContent::StorageContent(const SelectionContext& context,
const SelectionRequest& request, QWidget* parent)
: BufferedBuildingContent(context, request.buildings.front(), parent)
{
}
void StorageContent::refreshConfiguration()
{
const BuildingTarget target = resolveBuildingTarget(getContext(), getBuildingId());
if (!target.isValid())
{
return;
}
setBuildingIdentity(target.type, getBuildingTypeName(target.type));
}
BufferedBuildingContent::CycleInfo StorageContent::getCycleInfo(
const Building& /*building*/) const
{
// No recipe, no cycle: the card shows the output buffer alone, with no per-cycle
// denominators to show it against (REQ-BLD-SALVAGE-BAY).
return CycleInfo();
}

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#pragma once
#include "BufferedBuildingContent.h"
#include "SelectionContentFactory.h"
// The card for a Salvage Bay (REQ-UI-SELECTION-CONTENT): its held scrap and nothing
// else. It has no recipe to configure and runs no production cycle
// (REQ-BLD-SALVAGE-BAY), so it is the buffered-building card with both of those left
// out -- its header status says whether it is holding scrap rather than whether it is
// producing (REQ-UI-SELECTION-STATUS).
class StorageContent : public BufferedBuildingContent
{
Q_OBJECT
public:
StorageContent(const SelectionContext& context, const SelectionRequest& request,
QWidget* parent = nullptr);
protected:
void refreshConfiguration() override;
CycleInfo getCycleInfo(const Building& building) const override;
};