show the tunnel end the click would actually place

The controls panel header read the type builder mode was entered with, so
tunnel mode always said Tunnel Entry even where the ghost had resolved to an
exit. Feed the header the same effective type the ghost and placement already
use.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
This commit is contained in:
2026-08-17 13:26:50 +02:00
parent 9c275e283c
commit fd0c246bc0
3 changed files with 11 additions and 3 deletions

View File

@@ -670,7 +670,7 @@ The controls panel tells the player which controls are available right now. It i
|---|---|---|---|
| General | no build mode active, nothing selected | `GENERAL` | — |
| Selection | no build mode active, at least one object selected | `SELECTION` | `<n> buildings` or `<n> objects` |
| Build | builder mode active (REQ-BLD-BUILDER-MODE) | `BUILD MODE` | the building type's name |
| Build | builder mode active (REQ-BLD-BUILDER-MODE) | `BUILD MODE` | the name of the building type that would be placed at the hovered position, so in tunnel mode it follows the resolved end and reads `Tunnel Entry` or `Tunnel Exit` (REQ-BLD-TUNNEL-MODE) |
| Blueprint | blueprint placement mode active (REQ-UI-BLUEPRINT-MODE) | `BLUEPRINT MODE` | the blueprint's name, or `Temporary` for a temporary blueprint (REQ-UI-BLUEPRINT-TEMP) |
| Deconstruct | deconstruct mode active (REQ-UI-DECONSTRUCT-BUTTON) | `DECONSTRUCT MODE` | — |