Every display naming an item now shows that item's production tooltip, not
only the selection panel's chips: the header block stock, the total cost of
a building multi-selection, the remaining scrap of a debris selection, the
icons of every recipe summary, and a blueprint card's cost.
ItemTooltip moves out of the selection panel and takes an
ItemTooltipContext of its own -- an item is named all over the UI, and the
panel's context carries visuals and a debug flag no tooltip reads. A
recipe line wraps each icon with its amount so the pair can be pointed at
as one statement, and attaches tooltips only where asked: a module button
and the item tooltip itself draw the same line and stay silent.
Hover only wherever the display sits on something the player clicks, whose
click is not free to explain. Note that a recipe line on an option button
can no longer be transparent to the mouse -- Qt never looks inside a
transparent widget for the cursor -- so it relies on press propagation to
keep picking the option.
The header block stock loses world.building_blocks_tooltip, showing what
every other block icon shows instead. The Expand button keeps no tooltip:
its cost is painted into its face with nowhere to hang one, and the button
is due to be removed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
Implements REQ-MAT-OUTPUT-GROUP. A recipe had two shapes -- outputs produced
together, or outputs of which exactly one happened -- and every rule over them
was written twice, selected by `building == ReprocessingPlant`: sizing a
buffer, deciding whether a cycle fits, resolving what a cycle makes, costing an
item. RecipeDef now holds output groups, each a weight and a list of items, and
a cycle yields exactly one group. One group is the ordinary recipe, so the old
two cases are the same shape with one and with several, and all four rules
collapse to one expression apiece with no building-type test left.
rollReprocessingOutput becomes rollOutputGroup, where a single group returns
without drawing or testing eligibility. That early-out is load-bearing twice
over. Drawing there would consume entropy for every ordinary recipe and shift
every later random outcome; and eligibility must not apply either, since
implicit unlocking is demand-derived, so an ordinary recipe's output can be
producible while nothing yet calls for it -- testing it would stop the building
producing rather than gate a drop. Past the early-out a group is eligible only
when all of its items are unlocked, being produced whole.
Threat follows the recipe's shape rather than the building, and the per-unit
value now divides by the group's amount as well as its odds. That moves no
number today: every item resolved through this path has amount 1, which is why
the threat expectations are untouched.
Config keeps `outputs = [...]` as the single-group form, so only the two
reprocessing recipes change shape. The recipe summary gains "/" between groups
and keeps "+" within one, which also fixes the plant reading as though a cycle
produced all of its items at once.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x