Allow creating blueprints from construction sites

This commit is contained in:
2026-07-13 20:50:13 +02:00
parent 698dd4d13d
commit 8c4fb78fc9
5 changed files with 225 additions and 69 deletions

View File

@@ -4,6 +4,7 @@
#include <string>
#include <vector>
#include "Blueprint.h"
#include "BuildingId.h"
#include "BuildingType.h"
#include "ItemType.h"
@@ -38,3 +39,16 @@ struct BuildingConfig
// by id, handling operational buildings and sites alike. Returns std::nullopt if
// no such building or site exists.
std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id);
// Captures a blueprint from a selection of building / construction-site ids, keeping
// only player-placeable buildings and recording each one's type, rotation, offset
// from the selection's bounding-box center, and configuration. Operational buildings
// and construction sites are treated identically (REQ-UI-BLUEPRINT-CREATE,
// REQ-UI-BLUEPRINT-STORAGE). The returned blueprint is unnamed.
Blueprint captureBlueprintFromSelection(const Simulation& sim,
const std::vector<BuildingId>& selectedIds);
// True if any selected id refers to a player-placeable building or construction site
// (the enable condition for the Create Blueprint button, REQ-UI-BLUEPRINT-CREATE).
bool selectionHasPlaceableBuilding(const Simulation& sim,
const std::vector<BuildingId>& selectedIds);