draw recipes wherever the UI states what something makes
Implements the requirements of 0bf24a7. Recipes were explained in prose:
the recipe dialog was a grid of icon-only buttons with a text tooltip
listing name, inputs, time and output, the unlock-choice dialog listed
recipe names with the same tooltip, an item chip said nothing about where
its item came from, and a module button never showed its cost.
RecipeLineRow is the one widget that draws a recipe -- optional building
chip and name, inputs, arrow, outputs, time -- and every place that states
what something makes now goes through it: the panel's recipe summary (which
it replaces RecipeSummaryRow for), the selection dialog's option buttons,
the item production tooltip, the unlock-choice dialog's recipe lines, the
module buttons' cost lines, and the layout dialog's build cost. Its arrow
is drawn only where there are outputs, so a shipyard summary no longer
points at nothing.
ItemProducers answers where an item comes from, filtering by unlock state
per building type, and ItemTooltip draws it as a window of its own -- Qt's
tooltips are text, this one has item squares and building chips in it.
ItemChip pops it after a hover delay.
The selection dialog becomes one scrolling vertical column of buttons, each
showing its name over its recipe line, and no dialog carries a tooltip any
more. RecipeTooltip and recipes.toml's unused "icon" field go with the
behavior they served.
Two requirement amendments the implementation forced, both in this commit:
the option column scrolls when taller than the window allows, and a Smelter
or Reprocessing recipe is listed once its building is unlocked, those
recipes carrying no unlock of their own. The layout dialog's build cost
also moved out of the shared ShipStatsPanel, which the balancing tool
compiles directly and is deliberately kept free of the icon caches.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
This commit is contained in:
@@ -310,7 +310,7 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
|
||||
|
||||
The dialog contains:
|
||||
- **Top**: The ship's layout grid rendered at full scale. Buildable cells are white; non-buildable cells are black. Placed modules are rendered with their `fill_color` and `glyph`. The ghost of the currently selected module is shown at the cursor position when in placement mode.
|
||||
- **Left** (below the grid): The ship stats panel (see REQ-MOD-UI-STATS-PANEL).
|
||||
- **Left** (below the grid): The ship stats panel (see REQ-MOD-UI-STATS-PANEL), and beneath it the layout's **build cost**, so the price of a configuration is visible while it is being assembled rather than only once it has been confirmed: the total materials required for the ship — the union of the schematic's base materials and those of every placed module, summed per item type (REQ-MOD-MATERIALS) — drawn as item icons on their colored squares with their amounts (REQ-UI-ITEM-ICON), and beside them the total production time (REQ-MOD-PRODUCTION-TIME). Both update in real time as modules are placed and removed. The cost sits beside the stats panel rather than within it because a build cost belongs to a ship being configured: the same panel serves an existing ship (REQ-UI-SHIP-STATS-PANEL) and the balancing tool, neither of which costs anything.
|
||||
- **Center** (below the grid): A grid of module selection buttons (one per **unlocked** module type; see REQ-DEF-SCHEMATIC-DROP) plus a "Remove" button. A module button shows the module's name — its `id` under the usual display convention — and its glyph on its first line, and beneath it what the module costs: the icons of its `materials` items on their colored squares with their amounts (REQ-UI-ITEM-ICON) and the production time it adds, as `+<n> s` (REQ-MOD-MATERIALS, REQ-MOD-PRODUCTION-TIME). This is the same form a recipe option button uses to state what it makes (REQ-UI-SELECT-OPTIONS), and it puts the price of a module in front of the player before it is placed. The "Remove" button costs nothing and shows its caption alone.
|
||||
- **Right** (below the grid): The layout blueprint panel (see REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD).
|
||||
- **Bottom**: A "Confirm" button and a "Cancel" button. Cancel discards all changes made in this dialog session and closes the dialog. Confirm applies the changes: the shipyard's configured layout is updated, the required materials and cycle time displayed in the selection panel are recalculated, and the ship layout preview is refreshed.
|
||||
@@ -340,8 +340,6 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
|
||||
|
||||
All capability module stat values incorporate passive modifiers targeting the relevant capability category per REQ-MOD-STAT-CALC.
|
||||
|
||||
The panel also shows the layout's **build cost**, so the price of a configuration is visible while it is being assembled rather than only once it has been confirmed: the total materials required for the ship — the union of the schematic's base materials and those of every placed module, summed per item type (REQ-MOD-MATERIALS) — drawn as item icons on their colored squares with their amounts (REQ-UI-ITEM-ICON), and beside them the total production time (REQ-MOD-PRODUCTION-TIME). Both update in real time as modules are placed and removed, as every other value in this panel does. A build cost belongs to a ship being configured, so it appears here only: the selection panel's stats panel for an existing ship (REQ-UI-SHIP-STATS-PANEL) shows none.
|
||||
|
||||
While debug draw mode is active (REQ-UI-DEBUG-DRAW), the panel additionally shows the ship's derived threat cost (REQ-MOD-THREAT) for the current layout configuration. This value updates in real time as modules are placed or removed.
|
||||
|
||||
- REQ-MOD-UI-LAYOUT-SIZE: Ship layouts are small enough to display in the layout configuration dialog without scrolling (maximum grid size fits within the dialog).
|
||||
@@ -596,7 +594,7 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
|
||||
- REQ-UI-MULTI-SELECTION: When multiple buildings are selected and the selection does not aggregate (REQ-UI-SELECTION-AGGREGATE), the panel shows a count summary. Its header names the size of the selection as `<n> buildings` in place of an object name, and carries no symbol and nothing in its right slot. Below it is one row per selected building type — the type's symbol, its name, and the number selected as `x<count>` — one type per row, and no per-building detail. A final row shows the **total building block cost** of the selection, captioned `Total cost` with the value followed by the `building_block` item icon (REQ-UI-BLOCKS-ICON, REQ-UI-ITEM-ICON): the sum of each selected building's placement cost (`buildings.toml [[building]].cost`, per REQ-BLD-COST), counting only player-placeable buildings (buildings with a button in the build button bar); non-player-placeable buildings (the HQ and defence stations) are excluded from the total, consistent with the blueprint total (REQ-UI-BLUEPRINT-CARD). Construction sites count at their building type's full placement cost regardless of construction progress.
|
||||
- REQ-UI-CONFIG-INLINE: Recipe and schematic configuration for a selected building is shown within this panel, in its configuration group (REQ-UI-SELECTION-CARD). Recipe selection (miner, assembler) and schematic selection (shipyard) use the selection button and dialog (REQ-UI-SELECT-BUTTON) rather than an inline control. For shipyards, the panel additionally shows the ship layout preview and "Configure" button below the schematic selection button (REQ-MOD-UI-PREVIEW).
|
||||
- REQ-UI-SELECT-BUTTON: **Recipe and schematic selection control.** Recipe selection (Miner ore type, Assembler recipe) and schematic selection (Shipyard) are each presented in the selection panel as a single **selection button** whose caption is the name of the currently selected recipe or schematic, or a placeholder ("Select recipe" / "Select schematic") when none is selected. Clicking the button opens a modal **selection dialog** that pauses the game (speed set to 0×; on close, the speed is restored to what it was before the dialog was opened) and that opens centered on the selection panel, as every modal opened from the panel does (REQ-UI-PANEL-MODAL). The dialog contains a vertical list of option buttons, one per selectable option, each describing itself (REQ-UI-SELECT-OPTIONS) — only options that are currently unlocked are shown (REQ-LOCK-UI-RECIPE for recipes, REQ-LOCK-UI-SCHEMATIC for schematics). Neither the option buttons nor the selection button carries a tooltip: an option button states what it makes on its own face, and what the building has selected is drawn beneath the selection button as the recipe summary (REQ-UI-RECIPE-SUMMARY), with the production paths of the items involved reachable by hovering the card's item chips (REQ-UI-ITEM-TOOLTIP). Clicking an option button selects that recipe/schematic, closes the dialog, and updates the selection button's caption in the selection panel. The dialog can be dismissed without changing the current selection (e.g. closing it without clicking an option). Selecting a new recipe or schematic has the same effects as before (REQ-MAT-INPUT-BUFFER, REQ-MAT-OUTPUT-BUFFER, REQ-BLD-SHIPYARD).
|
||||
- REQ-UI-SELECT-OPTIONS: **Option list of the selection dialog.** The selection dialog (REQ-UI-SELECT-BUTTON) lists its options as a **single vertical column** of buttons, one per option, rather than a grid: each button is as wide as the dialog and states what the option does, which needs a line of its own. No option button carries a tooltip — the button face is the whole description, so the player reads every option's inputs, product, and time from the list itself without hovering anything.
|
||||
- REQ-UI-SELECT-OPTIONS: **Option list of the selection dialog.** The selection dialog (REQ-UI-SELECT-BUTTON) lists its options as a **single vertical column** of buttons, one per option, rather than a grid: each button is as wide as the dialog and states what the option does, which needs a line of its own. No option button carries a tooltip — the button face is the whole description, so the player reads every option's inputs, product, and time from the list itself without hovering anything. Should the column be taller than the space the window leaves the dialog — a fully unlocked Assembler offers more options than any window can hold, and a modal is never resized to fit (REQ-UI-PANEL-MODAL) — the list **scrolls** within the dialog rather than the dialog growing past the window.
|
||||
- A **recipe** option (Miner, Assembler) shows the **recipe name** on its first line and, beneath it, that recipe drawn as the recipe summary line draws it (REQ-UI-RECIPE-SUMMARY): each input item's icon on its colored square with its per-cycle amount, an arrow, each output item's icon with its amount, and the cycle time. A miner recipe consumes nothing, so its line begins at the arrow.
|
||||
- A **ship schematic** option (Shipyard) shows the ship's `display_name` on its first line and, beneath it, the icons and quantities of its base required materials (`[ship.schematic].materials`, excluding any module contributions) with the base production time (`[ship.schematic].production_time_seconds`). A ship is not an item and has no icon of its own, so this line names no output: the button's caption is what it produces.
|
||||
- The `(None)` option shows its text caption alone.
|
||||
@@ -604,7 +602,7 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
|
||||
- the heading is the **hovered item's name**. For an input chip this is the only place the item is named at all, since such a chip carries a count and no name (REQ-UI-SINGLE-SELECTION).
|
||||
- the body is the caption `Produced by` followed by one **recipe line** per unlocked recipe that produces the item. Each line carries the icon of the building that runs that recipe (REQ-UI-BUILD-ICON), the recipe's name, and the recipe drawn as the recipe summary line draws it (REQ-UI-RECIPE-SUMMARY): each input item's icon on its colored square with its per-cycle amount, an arrow, each output item's icon with its amount, and the cycle time. An item may have several producers — an iron ingot is smelted from ore, smelted from scrap, and recovered by reprocessing — and the building icon and recipe name are what tell those lines apart and tell the player which building to place for which path.
|
||||
|
||||
**Only unlocked recipes are listed** (REQ-LOCK-UI-RECIPE), consistent with the rest of the UI hiding what the player cannot make yet. Two cases have no recipe line to show, and each says so in place of the list rather than leaving the tooltip bare:
|
||||
**Only recipes the player can run are listed**, consistent with the rest of the UI hiding what the player cannot make yet. What that means differs by building, because only Miner and Assembler recipes are unlocked individually (REQ-LOCK-UI-RECIPE): those are listed once unlocked, while a Smelter's or Reprocessing Plant's implicit recipes (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) are listed once **their building** is unlocked (REQ-LOCK-BUILDING) — there is no sense in naming a path through a plant the player cannot place. Two cases have no recipe line to show, and each says so in place of the list rather than leaving the tooltip bare:
|
||||
- **An item no recipe produces at all.** Scrap is salvaged from debris (REQ-RES-DEBRIS-DROP) rather than crafted, so its tooltip reads `Salvaged from debris` in place of the `Produced by` caption and lists nothing beneath it.
|
||||
- **An item whose every producing recipe is still locked.** The caption stays `Produced by`, and the single line beneath it reads `Undiscovered`: the player is told the item is made somehow, without being shown a path they have not unlocked yet.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user