Unify tunnel build mode into a single Tunnel button

This commit is contained in:
2026-07-21 21:12:06 +02:00
parent 4ca5b332cd
commit 9b63af6ccb
14 changed files with 522 additions and 63 deletions

View File

@@ -12,6 +12,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceOption.h
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.h
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.h
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.h
PARENT_SCOPE
)
@@ -21,6 +22,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.cpp
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.cpp
${CMAKE_CURRENT_SOURCE_DIR}/TunnelCompletion.cpp
PARENT_SCOPE
)

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@@ -0,0 +1,115 @@
#include "TunnelCompletion.h"
namespace
{
QPoint stepTile(QPoint tile, Rotation dir)
{
switch (dir)
{
case Rotation::North: return {tile.x(), tile.y() - 1};
case Rotation::East: return {tile.x() + 1, tile.y() };
case Rotation::South: return {tile.x(), tile.y() + 1};
case Rotation::West: return {tile.x() - 1, tile.y() };
}
return tile;
}
Rotation oppositeRotation(Rotation dir)
{
switch (dir)
{
case Rotation::North: return Rotation::South;
case Rotation::East: return Rotation::West;
case Rotation::South: return Rotation::North;
case Rotation::West: return Rotation::East;
}
return dir;
}
float tileCenterDistanceSq(QPoint tile, QVector2D cursorWorldPos)
{
const QVector2D center(static_cast<float>(tile.x()) + 0.5f,
static_cast<float>(tile.y()) + 0.5f);
return (center - cursorWorldPos).lengthSquared();
}
} // namespace
std::optional<QPoint> firstTunnelFacing(const TunnelLookup& lookup, QPoint start,
Rotation stepDir, Rotation targetFacing,
int maxDistance)
{
QPoint probe = start;
for (int distance = 1; distance <= maxDistance; ++distance)
{
probe = stepTile(probe, stepDir);
const std::optional<TunnelTileInfo> info = lookup(probe);
if (info.has_value() && info->rotation == targetFacing)
{
return probe;
}
}
return std::nullopt;
}
TunnelCompletion resolveTunnelCompletion(const TunnelLookup& lookup, QPoint hoverTile,
Rotation rotation, int maxDistance,
QVector2D cursorWorldPos)
{
// Entry-completion: a hypothetical entry at the hovered tile searches ahead (its
// facing direction) for a same-direction exit to pair with. The first
// same-direction tunnel ahead completes the entry only if it is an exit.
std::optional<QPoint> exitPartner;
if (const std::optional<QPoint> ahead =
firstTunnelFacing(lookup, hoverTile, rotation, rotation, maxDistance);
ahead.has_value())
{
const std::optional<TunnelTileInfo> info = lookup(*ahead);
if (info.has_value() && info->type == BuildingType::TunnelExit)
{
exitPartner = ahead;
}
}
// Exit-completion: a hypothetical exit at the hovered tile pairs with an existing
// entry behind it — one whose forward search (its facing direction) reaches the
// hovered tile as its first same-direction tunnel. Scanning backwards, the first
// same-direction tunnel completes the exit only if it is an entry.
std::optional<QPoint> entryPartner;
if (const std::optional<QPoint> behind =
firstTunnelFacing(lookup, hoverTile, oppositeRotation(rotation), rotation,
maxDistance);
behind.has_value())
{
const std::optional<TunnelTileInfo> info = lookup(*behind);
if (info.has_value() && info->type == BuildingType::TunnelEntry)
{
entryPartner = behind;
}
}
// Default: a TunnelEntry with no partner.
if (!entryPartner.has_value() && !exitPartner.has_value())
{
return TunnelCompletion{BuildingType::TunnelEntry, std::nullopt};
}
if (entryPartner.has_value() && !exitPartner.has_value())
{
return TunnelCompletion{BuildingType::TunnelExit, entryPartner};
}
if (exitPartner.has_value() && !entryPartner.has_value())
{
return TunnelCompletion{BuildingType::TunnelEntry, exitPartner};
}
// Both apply: complete whichever existing partner is closer to the sub-tile
// cursor position (REQ-BLD-TUNNEL-MODE).
const float entryDistanceSq = tileCenterDistanceSq(*entryPartner, cursorWorldPos);
const float exitDistanceSq = tileCenterDistanceSq(*exitPartner, cursorWorldPos);
if (entryDistanceSq <= exitDistanceSq)
{
return TunnelCompletion{BuildingType::TunnelExit, entryPartner};
}
return TunnelCompletion{BuildingType::TunnelEntry, exitPartner};
}

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@@ -0,0 +1,54 @@
#pragma once
#include <functional>
#include <optional>
#include <QPoint>
#include <QVector2D>
#include "BuildingType.h"
#include "Rotation.h"
// A tunnel building occupying a single tile: whether it is an entry or an exit and
// the direction it faces. Used by the tunnel pairing scan (REQ-BLD-TUNNEL-PAIR) and
// the unified tunnel build mode (REQ-BLD-TUNNEL-MODE).
struct TunnelTileInfo
{
BuildingType type; // TunnelEntry or TunnelExit
Rotation rotation; // facing direction
};
// Given a tile, returns the tunnel building on it (entry or exit) with its facing
// direction, or std::nullopt when the tile holds no tunnel building.
using TunnelLookup = std::function<std::optional<TunnelTileInfo>(QPoint)>;
// Steps from `start` in `stepDir` over the tiles at distance 1..maxDistance and
// returns the first tile whose tunnel faces `targetFacing`. Tunnel buildings facing
// any other direction are skipped, mirroring the "stop at the first same-direction
// tunnel" rule of REQ-BLD-TUNNEL-PAIR. Returns std::nullopt if none is found in range.
std::optional<QPoint> firstTunnelFacing(const TunnelLookup& lookup, QPoint start,
Rotation stepDir, Rotation targetFacing,
int maxDistance);
// Result of resolving which tunnel end the ghost should become at a hovered tile
// (REQ-BLD-TUNNEL-MODE): the type to place and the existing tunnel it would complete.
struct TunnelCompletion
{
BuildingType resolvedType; // TunnelEntry (default) or TunnelExit
std::optional<QPoint> partnerTile; // matched existing tunnel, if any
};
// Resolves the tunnel ghost type for a hover at `hoverTile` with the ghost facing
// `rotation` (REQ-BLD-TUNNEL-MODE):
// - exit-completion: placing an exit here would pair with an existing entry behind
// it (the entry's forward search reaches this tile as its first same-direction
// tunnel) — the ghost becomes a TunnelExit;
// - entry-completion: placing an entry here would pair with an existing exit ahead
// of it — the ghost stays a TunnelEntry.
// When both apply, the end whose existing partner is closer to `cursorWorldPos` (the
// sub-tile cursor position in world tile units) wins, so nudging the cursor within a
// single tile can flip the target. With no match the ghost stays a TunnelEntry with
// no partner.
TunnelCompletion resolveTunnelCompletion(const TunnelLookup& lookup, QPoint hoverTile,
Rotation rotation, int maxDistance,
QVector2D cursorWorldPos);

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@@ -4,6 +4,7 @@
#include "StateChecksum.h"
#include "Tick.h"
#include "TunnelCompletion.h"
#include "tracing.h"
// ---------------------------------------------------------------------------
@@ -177,55 +178,57 @@ void BeltSystem::reevaluateTunnelPairing()
std::vector<TunnelLink> oldLinks;
std::swap(oldLinks, m_tunnelLinks);
// Tunnel index over this system's own (completed) tunnel tiles, shared with the
// scan primitive so the pairing rule lives in one place (REQ-BLD-TUNNEL-PAIR).
const TunnelLookup lookup = [this](QPoint tile) -> std::optional<TunnelTileInfo>
{
const std::map<std::pair<int, int>, TunnelEntryTile>::const_iterator teIt =
m_tunnelEntries.find(key(tile));
if (teIt != m_tunnelEntries.end())
{
return TunnelTileInfo{BuildingType::TunnelEntry, teIt->second.direction};
}
const std::map<std::pair<int, int>, TunnelExitTile>::const_iterator txIt =
m_tunnelExits.find(key(tile));
if (txIt != m_tunnelExits.end())
{
return TunnelTileInfo{BuildingType::TunnelExit, txIt->second.direction};
}
return std::nullopt;
};
for (const std::pair<const std::pair<int, int>, TunnelEntryTile>& entry : m_tunnelEntries)
{
const QPoint entryPos(entry.first.first, entry.first.second);
const Rotation dir = entry.second.direction;
const int maxDist = entry.second.maxDistance;
for (int d = 1; d <= maxDist; ++d)
// The first same-direction tunnel ahead forms a pair only when it is an exit;
// a same-direction entry blocks (firstTunnelFacing stops at it either way).
const std::optional<QPoint> target =
firstTunnelFacing(lookup, entryPos, dir, dir, maxDist);
if (!target.has_value() || m_tunnelExits.find(key(*target)) == m_tunnelExits.end())
{
QPoint probe = entryPos;
for (int step = 0; step < d; ++step)
{
probe = adjacentTile(probe, dir);
}
continue;
}
// Check if a same-direction tunnel entry is here (blocks pairing)
const std::map<std::pair<int, int>, TunnelEntryTile>::const_iterator teIt =
m_tunnelEntries.find(key(probe));
if (teIt != m_tunnelEntries.end() && teIt->second.direction == dir)
TunnelLink link;
link.entryTile = entryPos;
link.exitTile = *target;
// The exit is colinear with the entry along `dir`, so the tile-coordinate
// distance is the Manhattan distance.
link.length = static_cast<double>((*target - entryPos).manhattanLength());
for (const TunnelLink& old : oldLinks)
{
if (old.entryTile == entryPos && old.exitTile == *target)
{
link.items = old.items;
break;
}
// Check if a same-direction tunnel exit is here (forms pair)
const std::map<std::pair<int, int>, TunnelExitTile>::const_iterator txIt =
m_tunnelExits.find(key(probe));
if (txIt != m_tunnelExits.end())
{
if (txIt->second.direction == dir)
{
TunnelLink link;
link.entryTile = entryPos;
link.exitTile = probe;
link.length = static_cast<double>(d);
for (const TunnelLink& old : oldLinks)
{
if (old.entryTile == entryPos && old.exitTile == probe)
{
link.items = old.items;
break;
}
}
m_tunnelLinks.push_back(std::move(link));
break;
}
// Different direction exit — skip, keep searching
}
}
m_tunnelLinks.push_back(std::move(link));
}
}

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@@ -9,6 +9,7 @@ add_files(
BeltSystemTest.cpp
SurfaceMaskTest.cpp
BeltDragPathTest.cpp
TunnelCompletionTest.cpp
BuildingTest.cpp
BuildingConfigTest.cpp
ShipTest.cpp

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@@ -0,0 +1,171 @@
#include "catch.hpp"
#include <map>
#include <optional>
#include <utility>
#include <QPoint>
#include <QVector2D>
#include "BuildingType.h"
#include "Rotation.h"
#include "TunnelCompletion.h"
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
namespace
{
using TunnelMap = std::map<std::pair<int, int>, TunnelTileInfo>;
TunnelLookup makeLookup(const TunnelMap& tunnels)
{
return [&tunnels](QPoint tile) -> std::optional<TunnelTileInfo>
{
const TunnelMap::const_iterator it = tunnels.find({tile.x(), tile.y()});
if (it == tunnels.end()) { return std::nullopt; }
return it->second;
};
}
// Cursor at the centre of a tile.
QVector2D tileCentre(QPoint tile)
{
return QVector2D(static_cast<float>(tile.x()) + 0.5f,
static_cast<float>(tile.y()) + 0.5f);
}
} // namespace
// ---------------------------------------------------------------------------
// No match
// ---------------------------------------------------------------------------
TEST_CASE("No tunnels: ghost defaults to a Tunnel Entry with no partner")
{
const TunnelMap tunnels;
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(!result.partnerTile.has_value());
}
// ---------------------------------------------------------------------------
// Entry-completion: an existing exit ahead keeps the ghost an entry
// ---------------------------------------------------------------------------
TEST_CASE("Existing exit ahead completes as an entry")
{
TunnelMap tunnels;
tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East};
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(result.partnerTile.has_value());
REQUIRE(*result.partnerTile == QPoint(8, 5));
}
// ---------------------------------------------------------------------------
// Exit-completion: an existing entry behind flips the ghost to an exit
// ---------------------------------------------------------------------------
TEST_CASE("Existing entry behind completes as an exit")
{
TunnelMap tunnels;
tunnels[{2, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East};
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelExit);
REQUIRE(result.partnerTile.has_value());
REQUIRE(*result.partnerTile == QPoint(2, 5));
}
// ---------------------------------------------------------------------------
// Both matches: the sub-tile cursor position breaks the tie
// ---------------------------------------------------------------------------
TEST_CASE("Both matches resolve to the partner nearer the sub-tile cursor")
{
TunnelMap tunnels;
tunnels[{3, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East}; // behind
tunnels[{7, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // ahead
const TunnelLookup lookup = makeLookup(tunnels);
SECTION("cursor near the left edge completes the entry (ghost becomes exit)")
{
const QVector2D cursor(5.1f, 5.5f);
const TunnelCompletion result =
resolveTunnelCompletion(lookup, QPoint(5, 5), Rotation::East, 10, cursor);
REQUIRE(result.resolvedType == BuildingType::TunnelExit);
REQUIRE(*result.partnerTile == QPoint(3, 5));
}
SECTION("cursor near the right edge completes the exit (ghost stays entry)")
{
const QVector2D cursor(5.9f, 5.5f);
const TunnelCompletion result =
resolveTunnelCompletion(lookup, QPoint(5, 5), Rotation::East, 10, cursor);
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(*result.partnerTile == QPoint(7, 5));
}
}
// ---------------------------------------------------------------------------
// A same-direction tunnel between the ghost and a candidate blocks the pairing
// ---------------------------------------------------------------------------
TEST_CASE("A same-direction entry between the ghost and an exit blocks completion")
{
TunnelMap tunnels;
tunnels[{7, 5}] = TunnelTileInfo{BuildingType::TunnelEntry, Rotation::East}; // blocker
tunnels[{9, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East};
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
// The forward scan stops at the same-direction entry, which is not an exit, so no
// entry-completion. Nothing behind, so no exit-completion either.
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(!result.partnerTile.has_value());
}
// ---------------------------------------------------------------------------
// Differently-facing tunnels are skipped by the scan
// ---------------------------------------------------------------------------
TEST_CASE("A differently-facing tunnel ahead is skipped, not treated as a match")
{
TunnelMap tunnels;
tunnels[{6, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::North}; // skipped
tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // match
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 10, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(*result.partnerTile == QPoint(8, 5));
}
// ---------------------------------------------------------------------------
// Distance limit
// ---------------------------------------------------------------------------
TEST_CASE("A candidate beyond the max distance is not matched")
{
TunnelMap tunnels;
tunnels[{8, 5}] = TunnelTileInfo{BuildingType::TunnelExit, Rotation::East}; // distance 3
const TunnelCompletion result = resolveTunnelCompletion(
makeLookup(tunnels), QPoint(5, 5), Rotation::East, 2, tileCentre(QPoint(5, 5)));
REQUIRE(result.resolvedType == BuildingType::TunnelEntry);
REQUIRE(!result.partnerTile.has_value());
}

View File

@@ -35,11 +35,21 @@ BuildButtonGrid::BuildButtonGrid(Simulation* sim, const GameConfig* config, QWid
{
continue;
}
// Tunnel Entry and Tunnel Exit share a single "Tunnel" button; the exit is
// reached through the unified tunnel build mode, not its own button
// (REQ-BLD-TUNNEL-MODE, REQ-UI-BUILD-GRID). Both stay player-placeable so
// blueprints and cost totals still account for exits.
if (def.type == BuildingType::TunnelExit)
{
continue;
}
m_types.push_back(def.type);
m_costs[def.type] = def.cost;
const QString label = QString::fromStdString(toDisplayName(def.id))
+ "\n" + tr("%1 Building Blocks").arg(def.cost);
const QString name = (def.type == BuildingType::TunnelEntry)
? tr("Tunnel")
: QString::fromStdString(toDisplayName(def.id));
const QString label = name + "\n" + tr("%1 Building Blocks").arg(def.cost);
QPushButton* btn = new QPushButton(label, this);
btn->setCheckable(true);
btn->setFixedHeight(48);

View File

@@ -58,6 +58,7 @@
#include "ScrapDataComponent.h"
#include "SurfaceMask.h"
#include "Tick.h"
#include "TunnelCompletion.h"
#include "EscapeMenuRequestedEvent.h"
#include "TracePrintRequestedEvent.h"
#include "BuildHotkeyPressedEvent.h"
@@ -878,13 +879,68 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
}
}
bool GameWorldView::inTunnelMode() const
{
return m_builderType.has_value() && *m_builderType == BuildingType::TunnelEntry;
}
BuildingType GameWorldView::effectiveBuilderType() const
{
return inTunnelMode() ? m_tunnelGhostType : *m_builderType;
}
void GameWorldView::updateTunnelGhost()
{
m_tunnelGhostType = BuildingType::TunnelEntry;
m_tunnelPartnerTile.reset();
// The connection preview and entry/exit switch only apply at a valid placement
// (REQ-BLD-TUNNEL-MODE); at an invalid position the ghost stays a plain entry.
if (!m_ghostValid)
{
return;
}
// Index every tunnel entry/exit — built or still a construction site — by its
// single-cell tile, so a just-placed entry (not yet constructed) is matchable.
std::map<std::pair<int, int>, TunnelTileInfo> tunnels;
for (const Building& b : m_sim->getBuildings().getAllBuildings())
{
if (b.type == BuildingType::TunnelEntry || b.type == BuildingType::TunnelExit)
{
tunnels[{b.anchor.x(), b.anchor.y()}] = TunnelTileInfo{b.type, b.rotation};
}
}
for (const ConstructionSite& s : m_sim->getBuildings().getAllSites())
{
if (s.type == BuildingType::TunnelEntry || s.type == BuildingType::TunnelExit)
{
tunnels[{s.anchor.x(), s.anchor.y()}] = TunnelTileInfo{s.type, s.rotation};
}
}
const TunnelLookup lookup = [&tunnels](QPoint tile) -> std::optional<TunnelTileInfo>
{
const std::map<std::pair<int, int>, TunnelTileInfo>::const_iterator it =
tunnels.find({tile.x(), tile.y()});
if (it == tunnels.end()) { return std::nullopt; }
return it->second;
};
const TunnelCompletion completion =
resolveTunnelCompletion(lookup, m_ghostTile, m_ghostRotation,
m_config->world.tunnelMaxDistance_tiles, m_cursorWorldPos);
m_tunnelGhostType = completion.resolvedType;
m_tunnelPartnerTile = completion.partnerTile;
}
void GameWorldView::placeAtTile(QPoint tile)
{
if (!m_builderType.has_value())
{
return;
}
const BuildingType type = *m_builderType;
const BuildingType type = effectiveBuilderType();
if (!isValidPlacement(type, tile, m_ghostRotation))
{
@@ -903,11 +959,11 @@ void GameWorldView::placeAtTile(QPoint tile)
return;
}
// For placements whose UI follow-up depends on success (the tunnel entry/exit
// toggle), pre-validate occupancy + affordability so the optimistic UI update
// matches what the deferred command will do — isValidPlacement (above) already
// covered terrain/bounds. Belts are placed via the drag path (applyBeltDragPath),
// not here.
// For the splitter and tunnels, pre-validate occupancy + affordability so the
// optimistic UI update matches what the deferred command will do — isValidPlacement
// (above) already covered terrain/bounds. In tunnel mode the resolved type (entry
// or exit) is placed as-is (REQ-BLD-TUNNEL-MODE); there is no post-placement toggle.
// Belts are placed via the drag path (applyBeltDragPath), not here.
if (type == BuildingType::Splitter
|| type == BuildingType::TunnelEntry
|| type == BuildingType::TunnelExit)
@@ -915,14 +971,6 @@ void GameWorldView::placeAtTile(QPoint tile)
if (!m_sim->getBuildings().isTileOccupied(tile) && canAfford(type))
{
enqueuePlaceBuilding(type, tile, m_ghostRotation);
if (type == BuildingType::TunnelEntry)
{
m_builderType = BuildingType::TunnelExit;
}
else if (type == BuildingType::TunnelExit)
{
m_builderType = BuildingType::TunnelEntry;
}
}
}
else
@@ -1798,7 +1846,27 @@ void GameWorldView::drawOverlays(QPainter& painter)
}
else
{
drawBuildingGhost(painter, *m_builderType, m_ghostTile,
// In tunnel mode the ghost shows the position-resolved type (entry or
// exit) and, when it would complete an existing tunnel, the matched end
// and the tiles between it and the ghost are tinted green
// (REQ-BLD-TUNNEL-MODE).
if (inTunnelMode() && m_ghostValid && m_tunnelPartnerTile.has_value())
{
const QColor green = m_visuals->overlays.tunnelPreview;
painter.fillRect(tileRect(*m_tunnelPartnerTile), green);
// Partner and ghost tile are colinear along the tunnel run; tint the
// tiles strictly between them.
const QPoint delta = *m_tunnelPartnerTile - m_ghostTile;
const QPoint step((delta.x() > 0) - (delta.x() < 0),
(delta.y() > 0) - (delta.y() < 0));
for (QPoint t = m_ghostTile + step; t != *m_tunnelPartnerTile; t += step)
{
painter.fillRect(tileRect(t), green);
}
}
drawBuildingGhost(painter, effectiveBuilderType(), m_ghostTile,
m_ghostRotation, m_ghostValid,
/*showPortTargetGlyphs*/ true);
}
@@ -2099,8 +2167,7 @@ void GameWorldView::keyPressEvent(QKeyEvent* event)
{
case 1: type = BuildingType::Belt; break;
case 2: type = BuildingType::Splitter; break;
case 3: type = BuildingType::TunnelEntry; break;
case 4: type = BuildingType::TunnelExit; break;
case 3: type = BuildingType::TunnelEntry; break; // unified tunnel mode (REQ-BLD-TUNNEL-MODE); 4 unused
}
}
else
@@ -2412,6 +2479,13 @@ void GameWorldView::mouseMoveEvent(QMouseEvent* event)
m_ghostTile = tile;
m_ghostValid = isValidPlacement(*m_builderType, tile, m_ghostRotation);
if (inTunnelMode())
{
// Resolve entry vs exit and the completion partner for the new hover
// position and sub-tile cursor (REQ-BLD-TUNNEL-MODE).
updateTunnelGhost();
}
if (m_dragging)
{
// Belt drag: update the previewed path; placement happens on release
@@ -2587,6 +2661,8 @@ void GameWorldView::rotateGhost(bool clockwise)
m_ghostRotation = clockwise ? rotateClockwise(m_ghostRotation)
: rotateCounterClockwise(m_ghostRotation);
m_ghostValid = isValidPlacement(*m_builderType, m_ghostTile, m_ghostRotation);
// A new facing changes which tunnels the ghost could complete (REQ-BLD-TUNNEL-MODE).
if (inTunnelMode()) { updateTunnelGhost(); }
// Rotating during a belt drag re-picks the path's primary axis immediately,
// without waiting for the next mouse move (REQ-BLD-BELT-DRAG).
if (m_dragging) { recomputeBeltDragPath(m_ghostTile); }
@@ -2701,9 +2777,11 @@ void GameWorldView::pasteConfigTo(BuildingId id)
void GameWorldView::enterBuilderMode(BuildingType type)
{
m_builderType = type;
m_ghostRotation = Rotation::East;
m_ghostValid = false;
m_builderType = type;
m_ghostRotation = Rotation::East;
m_ghostValid = false;
m_tunnelGhostType = BuildingType::TunnelEntry;
m_tunnelPartnerTile.reset();
m_demolishMode = false;
m_blueprintMode.reset();
EventManager::getInstance()->sendEventImmediately(

View File

@@ -205,6 +205,16 @@ private:
void stepSpeed(int delta);
void placeAtTile(QPoint tile);
// Unified tunnel build mode (REQ-BLD-TUNNEL-MODE). Active while the builder type
// is TunnelEntry; the ghost then resolves to an entry or exit by hovered position.
bool inTunnelMode() const;
// The building type the ghost currently represents: the position-resolved tunnel
// type in tunnel mode, otherwise the plain builder type.
BuildingType effectiveBuilderType() const;
// Recomputes m_tunnelGhostType and m_tunnelPartnerTile from the current ghost
// tile, rotation, and sub-tile cursor position. Only meaningful in tunnel mode.
void updateTunnelGhost();
// Belt drag placement (REQ-BLD-BELT-DRAG).
// Per-path-tile decision, shared by ghost drawing and release-time placement.
enum class BeltTileAction { PlaceNew, RotateInPlace, Invalid };
@@ -274,6 +284,12 @@ private:
Rotation m_ghostRotation;
QPoint m_ghostTile;
bool m_ghostValid;
// Unified tunnel build mode (REQ-BLD-TUNNEL-MODE): while m_builderType is
// TunnelEntry the ghost resolves to an entry or an exit based on the hovered
// position; m_tunnelPartnerTile is the existing tunnel it would complete (drawn
// as the green connection preview), or unset when there is no completion match.
BuildingType m_tunnelGhostType = BuildingType::TunnelEntry;
std::optional<QPoint> m_tunnelPartnerTile;
// Deferred belt drag placement (REQ-BLD-BELT-DRAG): while dragging, the
// rectilinear anchor->cursor path is recomputed on each move and only applied
// on release. Empty unless a belt drag is in progress.

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@@ -51,6 +51,7 @@ struct OverlayVisuals
QColor copyConfig;
QColor lockedAsteroid;
QColor modalDim;
QColor tunnelPreview; // tunnel connection preview highlight (REQ-BLD-TUNNEL-MODE)
};
struct ToastVisuals

View File

@@ -227,6 +227,7 @@ VisualsConfig VisualsLoader::load(const std::string& path)
cfg.overlays.copyConfig = parseColor(requireString(ov, "copy_config", "overlays"), "overlays.copy_config");
cfg.overlays.lockedAsteroid = parseColor(requireString(ov, "locked_asteroid", "overlays"), "overlays.locked_asteroid");
cfg.overlays.modalDim = parseColor(requireString(ov, "modal_dim", "overlays"), "overlays.modal_dim");
cfg.overlays.tunnelPreview = parseColor(requireString(ov, "tunnel_preview", "overlays"), "overlays.tunnel_preview");
}
// Toast