Four of the five file-local helpers in BuildingSystem.cpp had duplicates
elsewhere: isAutoRecipeBuildingType and isBeltSubsystemType were re-spelled as
isAutoRecipeBuilding and isBeltLike in SelectedBuildingPanel.cpp, and
outputBodyTile was copied verbatim as portBodyTile in GameWorldView.cpp. Same
predicates, different names, so a change to one would silently not reach the
others.
The two BuildingType predicates move to BuildingType.h, which already hosts the
free functions over that enum and is already included by both lib and ui. The
port geometry moves to a new PortGeometry.h; inputBodyTile has no duplicate but
is outputBodyTile's counterpart and belongs beside it — the sim moves items
across the port edge and the renderer draws the virtual belt there, so the two
must agree on which tile a port owns.
inputLaneEntryFree stays file-local: single use, and tied to BeltItemSlot rather
than to building types or port geometry.
Verified the six moved bodies are character-identical to their originals.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
The two selection categories used to arbitrate ownership of the panel by
poking each other's widgets: buildFieldSelection() called clearContent()
and buildEmpty(), buildEmpty() hid the four entity widgets, and
hideAllWidgets() hid the scrap label. Splitting the halves apart without
naming an arbiter would only have spread that across a class boundary.
SelectedBuildingPanel is now the sole arbiter. It still receives all
three selection events, forwards the two field ones to the embedded
FieldSelectionPanel, and drops its own selection and content as soon as
the field panel reports a selection (yieldToFieldSelection), mirroring
what onSelectionChanged() already did in the other direction. The field
panel decides only what to render and whether it is visible at all.
Dropping the field branch of refreshSelectionDisplay() is behaviour
preserving: whenever the field category owns the panel, m_singleBuildingId
is null, so the building refresh returns immediately anyway.
clearContent() and buildEmpty() became identical once the cross-half
hiding was gone, so only buildEmpty() remains.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
SelectedBuildingPanel has grown to 1200 lines by carrying two unrelated
selection categories. Introduce the field half as its own widget first,
so the cut-over is a separate, reviewable step.
The panel owns only its own selection state and widgets: it renders the
single-object stats panel (ship, station, debris) or the multi-object
count summary, subscribes to the tick/commands-applied refresh signals
and the debug-draw toggle, and hides itself while it has no selection.
Which category owns the side panel is not its decision - the parent
feeds it through setSelectedEntities/setSelectedDebris/clearSelection.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
TickAdvanced, BuildingBlocksChanged, ExpansionCostChanged, BossWaveUpdated and
ArtifactCountChanged all duplicated state the Simulation already owns. With
every subscriber re-reading from the sim, the fields had no readers left, so
the five events become payload-free refresh signals and the emitters keep the
values only as locals for change detection.
This makes the convention uniform: a state-change event backed by the
simulation carries nothing. Events whose state lives in the view (selection,
game speed, deconstruct and debug-draw modes) keep their payloads, since there
is no sim getter behind them.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
The last three payloads HeaderBar still consumed as truth. All are backed by
Simulation getters (getCurrentTick, getArtifactCount, getBossWaveCounter,
getBossCountdownTicks) and the win count by world.artifacts.artifactWinCount,
so the handlers now re-read rather than trust the event.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
BlueprintPanel was the second panel caching BuildingBlocksChangedEvent's
payload as truth; it already held a Simulation*, so refreshButtonStates()
now re-reads getBuildingBlocksStock() at the point of use, per the "events
are refresh signals" rule.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
ShipLayoutPreview was the one widget the findFooDef sweep missed: it held a
bare const std::vector<ModuleDef>* rather than a config, so the shared
ModulesConfig::findModuleDef was not a drop-in and the file-local copy
survived. Hold the ModulesConfig instead and call the shared finder.
The sole caller already had the ModulesConfig one dereference away.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
The Restart button on the Win dialog called Simulation::reset() directly,
while the escape-menu and Game Over restarts enqueue a ResetCommand. That
bypassed the command chokepoint every sim mutation is supposed to flow
through (docs/replay_design.md), so a post-win restart was never recorded
into the replay stream, and it had UI code calling a sim mutator directly.
Mirror the Game Over path instead. The manual resetForNewGame() call goes
away with it: GameWorldView::onFrame already resets the view when it drains
a Reset command.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
Four MainWindow sites hand-rolled snapshot speed / setGameSpeed(0) / modal /
restore + resetFrameTimer, with the restore duplicated on early-return paths.
ModalPauseScope does it via RAII, with restore()/release() for the two sites
that must restore early or not at all.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
The three restart paths each repeated the same config + visuals reload with
its own try/catch and error dialog. Only that shared part is extracted; each
site keeps its own follow-up (ResetCommand vs. direct Simulation::reset) and
its own error-path cleanup.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
Four separate caches rasterized the same item SVGs, one of them rebuilt on
every recipe-dialog open. MainWindow now owns one cache and hands a
non-owning pointer to HeaderBar, BuildButtonGrid, GameWorldView and
RecipeSelectionDialog.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
HeaderBar was the only panel caching event payloads as truth. It now holds
a const Simulation* and re-reads getBuildingBlocksStock() /
getCurrentExpansionCost() in the handlers, per the "events are refresh
signals" rule.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
The identical 7-line TunnelLookup lambda existed in updateTunnelGhost and
drawSelectedTunnelConnections; it is now GameWorldView::makeTunnelLookup.
The tile key moved from std::pair<int, int> to QPoint with the existing
QPointCompare comparator, dropping the manual packing at every site.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
Ships/Modules/RecipesConfig now carry lookup helpers mirroring
BuildingsConfig::findBuildingDef. The hand-rolled linear scans in
BuildingSystem, ShipSystem, ShipStatsCalculator, ThreatCostCalculator,
ShipLayoutDialog, SelectedBuildingPanel and SchematicChoiceDialog now
call them instead.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
GameWorldView::findBuildingDef was a byte-equivalent re-implementation of
BuildingsConfig::findBuildingDef. All call sites now use the config helper,
matching SelectedBuildingPanel and BlueprintPanel.
Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk