show recipes visually instead of describing them in text

This commit is contained in:
2026-08-11 21:40:36 +02:00
parent 3274df91d4
commit f255224ccd
38 changed files with 1023 additions and 452 deletions

35
src/ui/ItemProducers.h Normal file
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#pragma once
#include <string>
#include <vector>
struct GameConfig;
struct RecipeDef;
class Simulation;
// Where an item comes from, as far as the player has discovered (REQ-UI-ITEM-TOOLTIP).
enum class ItemOrigin
{
Produced, // at least one recipe the player can run makes it
Undiscovered, // recipes make it, but none of them is available yet
Salvaged, // no recipe makes it at all -- scrap, which comes from debris
};
struct ItemProduction
{
ItemOrigin origin = ItemOrigin::Salvaged;
// The available producers, in config order. Empty unless origin is Produced.
std::vector<const RecipeDef*> recipes;
};
// Every way the player can currently produce the given item, for the tooltip that
// explains an item chip (REQ-UI-ITEM-TOOLTIP).
//
// What counts as available differs by building type, because only Miner and Assembler
// recipes are individually unlocked (REQ-LOCK-UI-RECIPE): those are filtered by the
// unlock state, while a Smelter's or Reprocessing Plant's implicit recipes
// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) are filtered by whether their building is
// unlocked yet (REQ-LOCK-BUILDING) -- there is no sense in naming a path through a
// plant the player cannot place.
ItemProduction findItemProduction(const std::string& itemId, const Simulation& sim,
const GameConfig& config);