make recipe selection and buffers of smelter and reprocessing plant behave like other buildings, except that a recipe may be chosen automatically
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@@ -59,6 +59,8 @@ bool isConfigurableBuildingType(BuildingType type)
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{
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case BuildingType::Miner: // recipe (REQ-BLD-MINER)
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case BuildingType::Assembler: // recipe (REQ-BLD-ASSEMBLER)
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case BuildingType::Smelter: // recipe (REQ-BLD-AUTO-RECIPE)
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case BuildingType::ReprocessingPlant: // recipe (REQ-BLD-AUTO-RECIPE)
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case BuildingType::Shipyard: // schematic and layout (REQ-BLD-SHIPYARD, REQ-MOD-LAYOUT)
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case BuildingType::Splitter: // output filters (REQ-BLD-SPLITTER)
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return true;
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@@ -30,9 +30,9 @@ std::optional<BuildingType> parseBuildingType(const std::string& id);
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// Canonical id string for a BuildingType. The inverse of parseBuildingType.
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std::string buildingTypeId(BuildingType type);
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// Smelter and Reprocessing Plant have no player-selected recipe
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// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). They auto-process whatever inputs
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// they receive, matching against every recipe of their building type.
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// Smelter and Reprocessing Plant pick a recipe for themselves from the first material
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// offered to them while they have none (REQ-BLD-AUTO-RECIPE). In every other respect
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// their recipe is selected and held exactly as any other building's.
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bool isAutoRecipeBuildingType(BuildingType type);
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// Buildings that run a production cycle: Miner, Smelter, Assembler, Reprocessing
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@@ -45,7 +45,9 @@ bool isProductionBuildingType(BuildingType type);
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bool isBeltSubsystemType(BuildingType type);
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// Building types with player-facing settings that a blueprint can carry and hand to an
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// existing building (REQ-UI-BLUEPRINT-TRANSFER): Miner and Assembler (recipe), Shipyard
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// (schematic and module layout), Splitter (output filters). Every other type has nothing
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// to configure, so a blueprint of one has nothing to transfer.
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// existing building (REQ-UI-BLUEPRINT-TRANSFER): Miner, Assembler, Smelter and
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// Reprocessing Plant (recipe -- the last two select their own when they have none,
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// REQ-BLD-AUTO-RECIPE), Shipyard (schematic and module layout), Splitter (output
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// filters). Every other type has nothing to configure, so a blueprint of one has
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// nothing to transfer.
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bool isConfigurableBuildingType(BuildingType type);
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