deselect build tool when it becomes unaffordable and fix stale enabled button
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@@ -97,6 +97,12 @@ All UI interactions — building selection, builder/blueprint mode transitions,
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Bidirectional interactions use separate request/notification event types to avoid infinite recursion (e.g., `ExitBuilderModeRequestedEvent` from `BuildButtonGrid` → `GameWorldView`, vs. `BuilderModeExitedEvent` from `GameWorldView` → `BuildButtonGrid`).
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### Reading Simulation State
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The simulation is the single source of truth for every game value (building block stock, expansion cost, threat level, tick, etc.). A UI widget that needs such a value holds the `Simulation*` it was constructed with and **pulls the value on demand** via the corresponding getter (e.g., `m_sim->getBuildingBlocksStock()`), rather than caching its own copy.
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State-change events (e.g., `BuildingBlocksChangedEvent`) are treated as *refresh signals*, not as carriers of truth: a widget subscribes to the event to learn *when* the value changed and then re-reads it from the simulation to learn *what* it now is. The value carried in the event payload is not authoritative and should not be stored. This keeps a single copy of each value and avoids stale-cache bugs (a widget acting on a value that has since moved on because nothing refreshed its local copy).
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## Tick Order
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Within a single simulation tick, subsystems run in this fixed order. The order is load-bearing for determinism and for avoiding one-tick-delay artifacts (e.g., items landing on a belt but not advancing in the same tick).
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@@ -12,12 +12,13 @@
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#include "DisplayName.h"
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#include "EventManager.h"
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#include "ExitBuilderModeRequestedEvent.h"
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#include "Simulation.h"
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BuildButtonGrid::BuildButtonGrid(const GameConfig* config, QWidget* parent)
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BuildButtonGrid::BuildButtonGrid(Simulation* sim, const GameConfig* config, QWidget* parent)
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: QWidget(parent)
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, m_sim(sim)
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, m_config(config)
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, m_activeIndex(-1)
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{
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QGridLayout* layout = new QGridLayout(this);
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layout->setSpacing(4);
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@@ -79,24 +80,42 @@ BuildButtonGrid::~BuildButtonGrid()
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unregisterForEvents();
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}
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void BuildButtonGrid::updateAffordability(int buildingBlocks)
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void BuildButtonGrid::updateAffordability()
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{
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const int buildingBlocks = m_sim->getBuildingBlocksStock();
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// If the currently selected tool can no longer be afforded, exit builder mode
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// before recomputing button states so it does not stay selected. Clearing the
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// active index first lets the loop below disable the now-unaffordable button.
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if (m_activeIndex)
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{
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const BuildingType activeType = m_types[*m_activeIndex];
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const std::map<BuildingType, int>::const_iterator it = m_costs.find(activeType);
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const int cost = (it != m_costs.end()) ? it->second : 0;
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if (buildingBlocks < cost)
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{
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clearActiveButton();
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<ExitBuilderModeRequestedEvent>());
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}
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}
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for (std::size_t i = 0; i < m_buttons.size(); ++i)
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{
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const BuildingType type = m_types[i];
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const std::map<BuildingType, int>::const_iterator it = m_costs.find(type);
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const int cost = (it != m_costs.end()) ? it->second : 0;
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m_buttons[i]->setEnabled(buildingBlocks >= cost || m_activeIndex == static_cast<int>(i));
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m_buttons[i]->setEnabled(buildingBlocks >= cost || m_activeIndex == i);
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}
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}
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void BuildButtonGrid::clearActiveButton()
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{
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if (m_activeIndex >= 0 && m_activeIndex < static_cast<int>(m_buttons.size()))
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if (m_activeIndex)
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{
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m_buttons[static_cast<std::size_t>(m_activeIndex)]->setChecked(false);
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m_buttons[*m_activeIndex]->setChecked(false);
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}
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m_activeIndex = -1;
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m_activeIndex.reset();
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}
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void BuildButtonGrid::onBuildButton(int index)
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@@ -105,8 +124,9 @@ void BuildButtonGrid::onBuildButton(int index)
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{
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return;
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}
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const std::size_t idx = static_cast<std::size_t>(index);
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if (m_activeIndex == index)
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if (m_activeIndex == idx)
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{
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clearActiveButton();
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EventManager::getInstance()->sendEventImmediately(
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@@ -114,15 +134,15 @@ void BuildButtonGrid::onBuildButton(int index)
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return;
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}
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if (m_activeIndex >= 0 && m_activeIndex < static_cast<int>(m_buttons.size()))
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if (m_activeIndex)
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{
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m_buttons[static_cast<std::size_t>(m_activeIndex)]->setChecked(false);
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m_buttons[*m_activeIndex]->setChecked(false);
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}
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m_activeIndex = index;
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m_buttons[static_cast<std::size_t>(index)]->setChecked(true);
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m_activeIndex = idx;
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m_buttons[idx]->setChecked(true);
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<BuildingTypeSelectedEvent>(m_types[static_cast<std::size_t>(index)]));
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std::make_shared<BuildingTypeSelectedEvent>(m_types[idx]));
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}
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void BuildButtonGrid::handleEvent(std::shared_ptr<const BuilderModeExitedEvent> /*event*/)
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@@ -130,6 +150,11 @@ void BuildButtonGrid::handleEvent(std::shared_ptr<const BuilderModeExitedEvent>
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clearActiveButton();
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}
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void BuildButtonGrid::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> /*event*/)
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{
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updateAffordability();
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}
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void BuildButtonGrid::handleEvent(std::shared_ptr<const DemolishModeChangedEvent> event)
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{
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m_demolishButton->setChecked(event->active);
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@@ -1,46 +1,56 @@
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#pragma once
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#include <map>
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#include <optional>
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#include <vector>
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#include <QWidget>
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#include "BuilderModeExitedEvent.h"
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#include "BuildHotkeyPressedEvent.h"
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#include "BuildingBlocksChangedEvent.h"
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#include "BuildingType.h"
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#include "DemolishModeChangedEvent.h"
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#include "EventHandler.h"
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#include "GameConfig.h"
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class QPushButton;
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class Simulation;
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class BuildButtonGrid : public QWidget,
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public CombinedEventHandler<BuilderModeExitedEvent,
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DemolishModeChangedEvent,
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BuildHotkeyPressedEvent>
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BuildHotkeyPressedEvent,
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BuildingBlocksChangedEvent>
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{
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Q_OBJECT
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public:
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BuildButtonGrid(const GameConfig* config, QWidget* parent = nullptr);
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BuildButtonGrid(Simulation* sim, const GameConfig* config, QWidget* parent = nullptr);
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~BuildButtonGrid() override;
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void updateAffordability(int buildingBlocks);
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void clearActiveButton();
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private:
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// Re-evaluates which build buttons are enabled from the current building block
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// stock (read from the simulation). If the currently selected tool can no longer
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// be afforded, it exits builder mode so the button does not stay selected.
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void updateAffordability();
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void handleEvent(std::shared_ptr<const BuilderModeExitedEvent> event) override;
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void handleEvent(std::shared_ptr<const DemolishModeChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const BuildHotkeyPressedEvent> event) override;
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void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
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private slots:
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void onBuildButton(int index);
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private:
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Simulation* m_sim;
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const GameConfig* m_config;
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std::vector<BuildingType> m_types;
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std::vector<QPushButton*> m_buttons;
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std::map<BuildingType, int> m_costs;
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int m_activeIndex;
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std::optional<std::size_t> m_activeIndex;
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QPushButton* m_demolishButton;
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};
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@@ -14,7 +14,6 @@
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#include "BlueprintPanel.h"
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#include "BuildButtonGrid.h"
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#include "BuildingBlocksChangedEvent.h"
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#include "BuildingSystem.h"
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#include "Command.h"
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#include "CommandRequestedEvent.h"
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@@ -53,7 +52,7 @@ MainWindow::MainWindow(Simulation* sim, const std::string& configDir,
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sideLayout->setSpacing(1);
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m_selectedBuildingPanel = new SelectedBuildingPanel(sim, &sim->getConfig(), m_sidePanel);
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m_buildButtonGrid = new BuildButtonGrid(&sim->getConfig(), m_sidePanel);
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m_buildButtonGrid = new BuildButtonGrid(sim, &sim->getConfig(), m_sidePanel);
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m_blueprintPanel = new BlueprintPanel(sim, &sim->getConfig(), m_sidePanel);
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sideLayout->addWidget(m_selectedBuildingPanel, 1);
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@@ -151,11 +150,6 @@ void MainWindow::layoutPanels()
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m_dimOverlay->setGeometry(0, 0, totalW, totalH);
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}
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void MainWindow::handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event)
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{
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m_buildButtonGrid->updateAffordability(event->blocks);
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}
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void MainWindow::handleEvent(std::shared_ptr<const SchematicChoicesAvailableEvent> event)
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{
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const double prevSpeed = m_gameWorldView->getGameSpeed();
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@@ -6,7 +6,6 @@
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#include <QWidget>
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#include "BuildingBlocksChangedEvent.h"
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#include "BuildingId.h"
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#include "EscapeMenuRequestedEvent.h"
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#include "EventHandler.h"
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@@ -32,8 +31,7 @@ class QCloseEvent;
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class QResizeEvent;
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class MainWindow : public QWidget,
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public CombinedEventHandler<BuildingBlocksChangedEvent,
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SchematicChoicesAvailableEvent,
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public CombinedEventHandler<SchematicChoicesAvailableEvent,
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GameOverEvent,
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WinEvent,
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EscapeMenuRequestedEvent,
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@@ -52,7 +50,6 @@ protected:
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void closeEvent(QCloseEvent* event) override;
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private:
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void handleEvent(std::shared_ptr<const BuildingBlocksChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const SchematicChoicesAvailableEvent> event) override;
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void handleEvent(std::shared_ptr<const GameOverEvent> event) override;
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void handleEvent(std::shared_ptr<const WinEvent> event) override;
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