let any blueprint transfer configuration, not just single-building ones (if the orientation matches)
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@@ -82,9 +82,11 @@ struct BlueprintGhostResolved
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};
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// Classifies one ghost of a blueprint against the current factory state
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// (REQ-UI-BLUEPRINT-OVERLAP, REQ-UI-BLUEPRINT-TRANSFER). `blueprintHoldsOneBuilding` is
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// the blueprint's stored size, counted before locked types are dropped, so the gesture
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// does not change behavior as the player unlocks things.
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// (REQ-UI-BLUEPRINT-OVERLAP, REQ-UI-BLUEPRINT-TRANSFER). `blueprintHoldsOneBuilding`
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// only widens the transfer rule to differently-facing targets; a same-facing target
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// transfers whatever the blueprint's size. It is the blueprint's stored size, counted
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// before locked types are dropped, so the gesture does not change behavior as the player
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// unlocks things.
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//
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// Shared by the ghost coloring and the click path so a preview cannot disagree with what
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// the click then does -- the same reason resolveBeltDragPath is shared.
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