rekey the temporary blueprint to C, add V to re-place it
This commit is contained in:
@@ -10,6 +10,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoicesAvailableEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/SelectionChangedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/GameResetEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/WinEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ArtifactCountChangedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/UnlockedBuildingsChangedEvent.h
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@@ -31,7 +32,8 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/DeconstructModeToggleRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPlacementRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/ExitBlueprintModeRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/TemporaryBlueprintRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/TemporaryBlueprintCaptureRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/TemporaryBlueprintPlaceRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/SpeedChangeRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/LayoutDialogRequestedEvent.h
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${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionRequestedEvent.h
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13
src/lib/eventsystem/event/GameResetEvent.h
Normal file
13
src/lib/eventsystem/event/GameResetEvent.h
Normal file
@@ -0,0 +1,13 @@
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#pragma once
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#include "Event.h"
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// Emitted once per restart, after a queued ResetCommand has been applied and the view has
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// been reset for the new run (REQ-UI-GAME-MENU). It lets presentation state that does not
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// live in the simulation -- e.g. the temporary blueprint, REQ-UI-BLUEPRINT-TEMP -- be
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// dropped for the fresh run. Sent from GameWorldView::resetForNewGame(), which is where a
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// restart actually lands: the escape menu, game over, and win dialogs only enqueue the
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// command.
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class GameResetEvent : public Event
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{
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};
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@@ -0,0 +1,9 @@
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#pragma once
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#include "Event.h"
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// Emitted when the player presses C to capture a temporary blueprint (REQ-UI-BLUEPRINT-TEMP).
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// Carries no payload: the blueprint is built from the current selection by the receiver.
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class TemporaryBlueprintCaptureRequestedEvent : public Event
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{
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};
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@@ -0,0 +1,10 @@
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#pragma once
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#include "Event.h"
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// Emitted when the player presses V to re-enter placement mode for the temporary blueprint
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// captured with C (REQ-UI-BLUEPRINT-TEMP). Carries no payload: the receiver holds the
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// blueprint, and nothing is captured from the current selection.
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class TemporaryBlueprintPlaceRequestedEvent : public Event
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{
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};
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@@ -1,9 +0,0 @@
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#pragma once
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#include "Event.h"
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// Emitted when the player presses the temporary-blueprint hotkey (REQ-UI-BLUEPRINT-TEMP).
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// Carries no payload: the blueprint is built from the current selection by the receiver.
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class TemporaryBlueprintRequestedEvent : public Event
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{
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};
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@@ -116,22 +116,48 @@ void BlueprintLibrary::handleEvent(std::shared_ptr<const SelectionChangedEvent>
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void BlueprintLibrary::handleEvent(std::shared_ptr<const BlueprintModeExitedEvent> /*event*/)
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{
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// Only the saved-blueprint index is cleared. A temporary blueprint deliberately
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// survives its placement mode so V can re-enter it (REQ-UI-BLUEPRINT-TEMP).
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m_activeIndex = std::nullopt;
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}
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void BlueprintLibrary::handleEvent(
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std::shared_ptr<const TemporaryBlueprintRequestedEvent> /*event*/)
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std::shared_ptr<const TemporaryBlueprintCaptureRequestedEvent> /*event*/)
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{
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// Temporary blueprint (REQ-UI-BLUEPRINT-TEMP): build from the current selection and
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// enter placement mode without adding it to the list or persisting it. If nothing
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// player-placeable is selected, do nothing.
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// C (REQ-UI-BLUEPRINT-TEMP): capture the current selection and enter placement mode
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// for it, without naming it, listing it, or persisting it. If nothing player-placeable
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// is selected, do nothing at all -- in particular, keep the previous temporary
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// blueprint, which V can still place.
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Blueprint blueprint = createBlueprintFromSelection();
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if (blueprint.buildings.empty()) { return; }
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m_temporaryBlueprint = std::move(blueprint);
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// No saved blueprint is active while a temporary one is being placed.
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m_activeIndex = std::nullopt;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<BlueprintPlacementRequestedEvent>(std::move(blueprint)));
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std::make_shared<BlueprintPlacementRequestedEvent>(*m_temporaryBlueprint));
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}
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void BlueprintLibrary::handleEvent(
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std::shared_ptr<const TemporaryBlueprintPlaceRequestedEvent> /*event*/)
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{
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// V (REQ-UI-BLUEPRINT-TEMP): re-enter placement mode for the temporary blueprint,
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// capturing nothing. With none captured, nothing happens -- no mode is entered and
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// whichever mode is active is left alone. Affordability is not checked here, matching
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// C; cost is enforced at placement (REQ-UI-BLUEPRINT-PLACE). The blueprint is copied,
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// not moved: it stays available for the next V.
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if (!m_temporaryBlueprint.has_value()) { return; }
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m_activeIndex = std::nullopt;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<BlueprintPlacementRequestedEvent>(*m_temporaryBlueprint));
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}
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void BlueprintLibrary::handleEvent(std::shared_ptr<const GameResetEvent> /*event*/)
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{
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// A restart begins a new run, and the temporary blueprint belongs to the old one
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// (REQ-UI-BLUEPRINT-TEMP). The saved blueprints are not run state and stay.
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m_temporaryBlueprint = std::nullopt;
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}
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Blueprint BlueprintLibrary::createBlueprintFromSelection() const
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@@ -10,8 +10,10 @@
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#include "BuildingId.h"
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#include "EventHandler.h"
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#include "GameConfig.h"
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#include "GameResetEvent.h"
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#include "SelectionChangedEvent.h"
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#include "TemporaryBlueprintRequestedEvent.h"
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#include "TemporaryBlueprintCaptureRequestedEvent.h"
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#include "TemporaryBlueprintPlaceRequestedEvent.h"
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class Simulation;
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class QWidget;
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@@ -24,9 +26,12 @@ class QWidget;
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// (REQ-UI-BLUEPRINT-DIALOG), and the modal dialogs that present them must be driven from
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// MainWindow, the only widget that can pause the game (ModalPauseScope) and raise the dim
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// overlay. This class is the model those dialogs read and mutate.
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class BlueprintLibrary : public CombinedEventHandler<SelectionChangedEvent,
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BlueprintModeExitedEvent,
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TemporaryBlueprintRequestedEvent>
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class BlueprintLibrary
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: public CombinedEventHandler<SelectionChangedEvent,
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BlueprintModeExitedEvent,
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TemporaryBlueprintCaptureRequestedEvent,
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TemporaryBlueprintPlaceRequestedEvent,
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GameResetEvent>
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{
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public:
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// dialogParent parents the load-failure message box (REQ-UI-BLUEPRINT-LOAD) and is
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@@ -67,7 +72,11 @@ public:
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private:
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void handleEvent(std::shared_ptr<const SelectionChangedEvent> event) override;
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void handleEvent(std::shared_ptr<const BlueprintModeExitedEvent> event) override;
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void handleEvent(std::shared_ptr<const TemporaryBlueprintRequestedEvent> event) override;
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void handleEvent(
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std::shared_ptr<const TemporaryBlueprintCaptureRequestedEvent> event) override;
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void handleEvent(
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std::shared_ptr<const TemporaryBlueprintPlaceRequestedEvent> event) override;
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void handleEvent(std::shared_ptr<const GameResetEvent> event) override;
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Blueprint createBlueprintFromSelection() const;
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void loadFromDisk();
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@@ -83,4 +92,10 @@ private:
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// Index of the blueprint currently in placement mode, so deleting it can exit that
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// mode (REQ-UI-BLUEPRINT-DELETE). nullopt = no saved blueprint is being placed.
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std::optional<int> m_activeIndex;
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// The one unnamed blueprint captured with C and re-placed with V
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// (REQ-UI-BLUEPRINT-TEMP). Deliberately kept out of m_blueprints: it is never named,
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// never listed in the selection dialog, and never written to blueprints.toml. It
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// outlives its placement mode, so V can re-enter it. nullopt = none captured since
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// startup or the last restart.
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std::optional<Blueprint> m_temporaryBlueprint;
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};
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@@ -58,7 +58,7 @@
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#include "EscapeMenuRequestedEvent.h"
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#include "TracePrintRequestedEvent.h"
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#include "BuildHotkeyPressedEvent.h"
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#include "TemporaryBlueprintRequestedEvent.h"
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#include "GameResetEvent.h"
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#include "BossWaveUpdatedEvent.h"
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#include "BuilderModeExitedEvent.h"
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#include "BlueprintModeExitedEvent.h"
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@@ -1502,6 +1502,10 @@ void GameWorldView::resetForNewGame()
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m_lastArtifactCount = -1;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<SelectionChangedEvent>(std::vector<BuildingId>{}));
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// The one place a restart actually lands (the menu, game over and win dialogs only
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// enqueue the command), so it is where presentation state belonging to the finished
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// run is dropped -- e.g. the temporary blueprint (REQ-UI-BLUEPRINT-TEMP).
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EventManager::getInstance()->sendEventImmediately(std::make_shared<GameResetEvent>());
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setGameSpeed(1.0);
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// Rebase the wall-clock time source so a fresh run starts from a clean time
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// base. Without this, wall time accumulated while a modal (Game Over, Win, or
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@@ -17,7 +17,8 @@
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#include "PanDirectionChangedEvent.h"
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#include "PauseToggleRequestedEvent.h"
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#include "SpeedStepRequestedEvent.h"
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#include "TemporaryBlueprintRequestedEvent.h"
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#include "TemporaryBlueprintCaptureRequestedEvent.h"
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#include "TemporaryBlueprintPlaceRequestedEvent.h"
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#include "TracePrintRequestedEvent.h"
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namespace
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@@ -100,9 +101,10 @@ bool InputMapper::handleKeyPress(QKeyEvent* event)
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}
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// Blueprint chords (REQ-UI-HOTKEYS). Checked ahead of the plain-key switch below,
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// which binds bare A/D/W/S/R/Q/T and must not fire on a Ctrl chord. Both requests
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// are decided by MainWindow, the only widget that can pause the game and dim the
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// window for a modal.
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// which binds bare A/D/W/S/R/Q/C/V and must not fire on a Ctrl chord -- bare C and V
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// are the temporary-blueprint counterparts of these two (REQ-UI-BLUEPRINT-TEMP). Both
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// requests are decided by MainWindow, the only widget that can pause the game and dim
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// the window for a modal.
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if ((event->modifiers() & Qt::ControlModifier) != 0)
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{
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switch (event->key())
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@@ -152,12 +154,18 @@ bool InputMapper::handleKeyPress(QKeyEvent* event)
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<ModeCancelRequestedEvent>());
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return true;
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case Qt::Key_T:
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// Request a temporary blueprint from the current selection (REQ-UI-BLUEPRINT-TEMP).
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case Qt::Key_C:
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// Capture a temporary blueprint from the current selection (REQ-UI-BLUEPRINT-TEMP).
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// The BlueprintLibrary owns the selection and blueprint-capture logic; it decides
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// whether anything placeable is selected and drives placement mode from there.
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<TemporaryBlueprintRequestedEvent>());
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std::make_shared<TemporaryBlueprintCaptureRequestedEvent>());
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return true;
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case Qt::Key_V:
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// Re-enter placement mode for the temporary blueprint captured with C, if there is
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// one (REQ-UI-BLUEPRINT-TEMP). The library holds it; nothing is captured here.
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<TemporaryBlueprintPlaceRequestedEvent>());
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return true;
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case Qt::Key_F3:
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EventManager::getInstance()->sendEventImmediately(
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