give a recipe line its own row for its identity

Two fixes to the unlock-choice dialog and the item tooltip.

The dialog's cards set "QWidget { border: 1px solid gray; padding: 8px; }"
as their style sheet, which cascades to every descendant -- so each label
and each item icon of the recipe lines drawn on the card came out boxed.
Scoping the selector to the card by object name leaves the line alone.

The recipe line itself now takes two rows: the building chip and the recipe
name on the first, the cycle -- inputs, arrow, outputs, time -- on the
second. One row of icons, names and numbers ran too long to scan, and an
identity and a cycle read as different things. Where the spec names neither
a building nor a recipe, which is every other user of the line, the first
row is left out and nothing changes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
This commit is contained in:
2026-08-11 21:51:15 +02:00
parent 423b0e74cb
commit f97569fa13
4 changed files with 80 additions and 38 deletions

View File

@@ -373,7 +373,7 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
Each option additionally displays a vertical list of recipe lines labeled "Unlocks recipes:", showing which miner and assembler recipes would newly become implicitly unlocked (REQ-LOCK-IMPLICIT) if this option were selected — specifically, the miner recipes and implicitly-gated assembler recipes that are not currently implicitly unlocked but would become so after applying this option's effect. To compute this, all `materials` of the group's granted ship and module schematics are added to the base set per REQ-LOCK-IMPLICIT step 1a, and the output items of the group's granted assembler recipes are added per step 1b, before recomputation.
Each recipe is shown as a **recipe line** of the same form the item production tooltip uses (REQ-UI-ITEM-TOOLTIP): the icon of the building that runs it (REQ-UI-BUILD-ICON), the recipe's name — by its `id`, using the same display convention as the assembler recipe-selection dialog — and the recipe drawn as the recipe summary line draws it (REQ-UI-RECIPE-SUMMARY). The lines are sorted alphabetically by recipe name. The line says everything there is to say about the recipe, so nothing in this list carries a tooltip, as in the selection dialog (REQ-UI-SELECT-OPTIONS). If no recipes would be newly unlocked, the list shows "None".
Each recipe is shown as a **recipe line** of the same two-row form the item production tooltip uses (REQ-UI-ITEM-TOOLTIP): the icon of the building that runs it (REQ-UI-BUILD-ICON) and the recipe's name — by its `id`, using the same display convention as the assembler recipe-selection dialog — on the first row, and the recipe drawn as the recipe summary draws it (REQ-UI-RECIPE-SUMMARY) on the second. The lines are sorted alphabetically by recipe name. The line says everything there is to say about the recipe, so nothing in this list carries a tooltip, as in the selection dialog (REQ-UI-SELECT-OPTIONS). If no recipes would be newly unlocked, the list shows "None".
The player selects one option by clicking it. If the player selects the artifact option, the player's artifact count is incremented by 1 (REQ-WIN-ARTIFACT-COUNT) and the dialog closes; no unlock is applied. Otherwise the selected unlock group is awarded and the dialog closes: every ship, module, building, and assembler recipe the group grants becomes unlocked at once — ship schematics unlock the corresponding shipyard selection; module schematics unlock the module type for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG); building types become available in the build menu (REQ-LOCK-BUILDING); assembler recipes become available in the assembler recipe-selection dialog (subject to REQ-LOCK-UI-RECIPE). The unlock group is removed from the pool permanently (REQ-LOCK-EXPLICIT), and the implicit unlock set is recomputed (REQ-LOCK-IMPLICIT).
@@ -600,7 +600,7 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
- The `(None)` option shows its text caption alone.
- REQ-UI-ITEM-TOOLTIP: **Item production tooltip.** Hovering an item chip in the selection panel — an input or output buffer chip (REQ-UI-SINGLE-SELECTION) or the HQ's block stock chip (REQ-UI-HQ-PANEL) — shows a tooltip telling the player where that item comes from. It has a heading and a body:
- 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.
- the body is the caption `Produced by` followed by one **recipe line** per unlocked recipe that produces the item. A recipe line takes two rows: the icon of the building that runs the recipe (REQ-UI-BUILD-ICON) and the recipe's name on the first, and the recipe itself on the second, drawn as the recipe summary 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. Two rows rather than one because an identity and a cycle read as different things, and a single row of icons, names and numbers runs too long to scan. 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 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.