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