rekey the temporary blueprint to C, add V to re-place it

This commit is contained in:
2026-08-06 19:07:13 +02:00
parent 18cfe238f6
commit fd6a7c5815
10 changed files with 114 additions and 31 deletions

View File

@@ -10,6 +10,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoicesAvailableEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/GameOverEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/GameResetEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/WinEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ArtifactCountChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/UnlockedBuildingsChangedEvent.h
@@ -31,7 +32,8 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/DeconstructModeToggleRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPlacementRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ExitBlueprintModeRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/TemporaryBlueprintRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/TemporaryBlueprintCaptureRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/TemporaryBlueprintPlaceRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SpeedChangeRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/LayoutDialogRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/RecipeSelectionRequestedEvent.h

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@@ -0,0 +1,13 @@
#pragma once
#include "Event.h"
// Emitted once per restart, after a queued ResetCommand has been applied and the view has
// been reset for the new run (REQ-UI-GAME-MENU). It lets presentation state that does not
// live in the simulation -- e.g. the temporary blueprint, REQ-UI-BLUEPRINT-TEMP -- be
// dropped for the fresh run. Sent from GameWorldView::resetForNewGame(), which is where a
// restart actually lands: the escape menu, game over, and win dialogs only enqueue the
// command.
class GameResetEvent : public Event
{
};

View File

@@ -0,0 +1,9 @@
#pragma once
#include "Event.h"
// Emitted when the player presses C to capture a temporary blueprint (REQ-UI-BLUEPRINT-TEMP).
// Carries no payload: the blueprint is built from the current selection by the receiver.
class TemporaryBlueprintCaptureRequestedEvent : public Event
{
};

View File

@@ -0,0 +1,10 @@
#pragma once
#include "Event.h"
// Emitted when the player presses V to re-enter placement mode for the temporary blueprint
// captured with C (REQ-UI-BLUEPRINT-TEMP). Carries no payload: the receiver holds the
// blueprint, and nothing is captured from the current selection.
class TemporaryBlueprintPlaceRequestedEvent : public Event
{
};

View File

@@ -1,9 +0,0 @@
#pragma once
#include "Event.h"
// Emitted when the player presses the temporary-blueprint hotkey (REQ-UI-BLUEPRINT-TEMP).
// Carries no payload: the blueprint is built from the current selection by the receiver.
class TemporaryBlueprintRequestedEvent : public Event
{
};