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