An auto-recipe building adopted whatever recipe of its type consumed the
material offered to it, without asking the unlock state. That was the last way
a building could come to run a recipe the player could not have selected: the
selection dialog hides those and the blueprint gate discards them, but a belt
delivering the right material installed one regardless.
Automatic selection now asks isRecipeUnlocked, the same question the dialog
asks, plumbed in beside the isItemUnlocked the output pool already uses. Two
callbacks, two questions, one unlock state -- rather than a second definition of
"a recipe the player may run" written out inside the sim.
A material whose only recipes are locked now selects nothing, and an
unconfigured building has no input buffer, so that material is refused rather
than swallowed: it stays on the belt and the line backs up behind an idle
building. That is the intended failure -- a stalled belt is visible, a building
quietly eating a material the player cannot use is not.
Selection only. A recipe already set goes on producing under
REQ-LOCK-OUTPUT-POOL, which deliberately never tests a single-group recipe.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
isRecipeUnlocked only ever meant anything for miner and assembler recipes: the
traversal inserted those two and nothing else. So every caller carried the same
branch -- ask the unlock state for a miner or an assembler, ask something else
otherwise -- in the blueprint gate, the selection dialog, and the item tooltip's
producer list, three copies of one exception.
Recipe unlocking moves out of the item traversal into a pass of its own, run
once the item set has settled: a recipe is unlocked when it is not a gated
assembler recipe still awaiting its group, and it has an output group it could
actually yield. Smelter and reprocessing recipes are judged by that too, so the
question is now meaningful for all of them and the three branches collapse to
one call.
The two conditions stay independent on purpose. Explicit gating is about
permission and outlives a wanted output -- a drop-only recipe whose output is
useful anyway stays locked until it is awarded.
Reprocessing still takes no part in the item traversal (REQ-BLD-REPROCESSING):
it is asked in the new pass whether it can yield anything, without its yields
feeding what counts as unlocked. Judging a group whole rather than per item
(REQ-LOCK-OUTPUT-POOL) is what keeps a group's locked companion item from
letting the whole group through.
Recorded replays from before this change will not reproduce: unlocked recipe
ids feed the state checksum, and smelter and reprocessing ids now join them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
The rule that decides whether a group may be picked -- every item it yields
unlocked, the group judged whole because its items are produced together
(REQ-LOCK-OUTPUT-POOL) -- was written out inside rollOutputGroup, where nothing
outside the sim could reach it. It moves next to producesItem and
getProducibleItems in RecipesConfig.h, which is where the recipe-level queries
already shared between lib and ui live.
Deliberately narrow: the helper says whether a group is eligible, not whether
eligibility is asked about at all. rollOutputGroup keeps its own reason for not
asking when a recipe has a single group.
No behaviour change; the pool's end-to-end test still covers the rule and a
direct one now pins the judged-whole semantics.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
Clicking empty ground selected every building in the 3x3 neighbourhood, and a
deconstruct click queued all of them -- demolishing any construction site among
them outright, since sites skip the queue.
Two allowances stacked. A click that hits nothing resolves as a box drag, and a
box that never moved becomes the unit square of the tile the button went down on
(GameWorldView::getBoxWorldRect), so its edges lie exactly on tile boundaries.
boxCoversTile then counted a shared boundary as coverage -- written for the
sub-tile drag rectangles it was introduced for, where "grazes the edge" is the
generous reading, but the click box grazes all four of its neighbours, and their
diagonals through the corners.
Coverage now has to have area: the far-edge comparisons are strict, so a box
ending on a boundary does not reach past it. Drags stop grabbing the one-tile
ring around themselves too, and station bodies come along, sharing the rule
through actorsInBox.
The existing box tests use rectangles that sit inside a tile, which is why none
of them saw this; the new one queries tile-aligned boxes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
The last system holding a piece of the world as a member. ConstructionSystem and
ProductionSystem take the transport layer as a tick argument; BuildingSystem kept
a BeltSystem& from construction, so the same object arrived two different ways
depending on which system you were reading.
Three methods need it -- deconstruct, cancelDeconstruction and rotateInPlace, all
of which register or unregister a belt tile -- and they now take it after the
state, in the argument order the other systems use. The constructor is down to
the config alone.
CombatSystemTest's fixture kept a BeltSystem only to pass it here, so that goes
too.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
A public mutator that erased a building with no refund and no deconstruction
queue, documented as being "used for deaths". Nothing calls it: stations and the
HQ became ECS entities, so a death releases its tiles through
unregisterTileOccupancy instead, and every player-driven removal goes through
deconstruct.
Worth removing rather than leaving inert -- it was a way to take a building out
of the world that skipped the refund and the queue, sitting in public view on the
class whose whole job is that lifecycle.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
BuildingSystem was four unrelated jobs in one class: building lifecycle,
building configuration, the per-tick material flow, and (until last commit) the
checksum. The flow was the odd one out -- it is what the RNG, the ship spawner
and the unlock test were held for, none of which placement, rotation or
demolition has any business reaching.
Tick steps 3 to 5 move to a new ProductionSystem: tickBeltPull, tickProduction,
tickShipyardProduction, tickOutputBelts, their five private helpers and
rollOutputGroup. The cut is clean in both directions -- nothing in the block
called a topology or configuration method, and nothing outside it called the
helpers -- so the bodies move verbatim; a scripted comparison against the old
file confirms all nine differ only by class qualifier, the m_belts -> belts
rename, and the two added parameters. (Seven em dashes in comments became `--`;
the new file is ASCII, as the guidelines require.)
Belts arrive per tick rather than being held, matching ConstructionSystem, and
only the two methods that touch them take the parameter. BuildingSystem is left
holding the config and the belts, and its constructor takes exactly those two.
The arena constructs no ProductionSystem at all: it stages ships directly and
never runs a factory.
Determinism rests on the RNG stream: step 4's weighted output-group pick is the
factory's only draw, so the four calls must keep their order and position in
Simulation::tick. They do, and the tick-order section now says why, since no
test can catch a reordering here.
913 lines of BuildingSystem.cpp become 444 there and 483 in ProductionSystem.cpp.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
BuildingSystem::appendChecksum took a const FactoryState& and touched no member
of the system it hung off -- the same case as the two item visitors, and the
last const method on the class. Fingerprinting the factory needs the data and
nothing else: no config, no belts, no RNG.
It becomes a free function in FactoryChecksum.h/.cpp, taking its three private
helpers with it, and Simulation calls it directly. BuildingSystem loses its last
non-mutating method and its Hasher dependency; the header is down to placement,
configuration, the tick hooks and the topology mutators.
The fold order is untouched -- the block moved verbatim and the call still sits
between the unlock state and the belts in computeStateChecksum -- so recorded
replays keep verifying. Note that no test would have caught a reordering here:
DeterminismTest compares two runs of the same build, and replays carry no golden
checksum, so the guarantee comes from the move being verbatim. The new header
says so, for whoever adds a FactoryState field next.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
The building-id counter was the last piece of factory data living on Simulation
behind a callback: every construction site, every building, and every tile a
station entity claims took its id from a std::function BuildingSystem held, which
the arena and three test fixtures each had to supply.
It moves into FactoryState as nextBuildingId, handed out by
allocateBuildingId(state) in FactoryQueries beside the other operations over the
state. BuildingSystem's callback is gone; so are Simulation::allocateBuildingId
and ArenaSimulation::allocateBuildingId, whose remaining callers now allocate
from the state directly.
Checksum order is untouched: Simulation folds the counter where it always did.
What is left on BuildingSystem is the config, the belts, the RNG, and two
callbacks that reach genuinely outside the factory -- spawning a finished ship
into the entity model, and testing an output group against the unlock state.
Neither is factory data, so this is where the migration stops.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
The global building block stock lived on Simulation while being factory data
through and through: placement spends it, deconstruction refunds it, and blocks
delivered to the HQ by belt add to it. Every system that credited it therefore
held a std::function back into Simulation to do so -- BuildingSystem and
DeconstructionSystem each carried one, and the arena and three test fixtures had
to pass a stub.
It moves into FactoryState, seeded by makeFactoryState from
world.starting_building_blocks, and both callbacks are gone: the HQ's belt intake
and the deconstruction refund now credit the state they are already holding.
BuildingSystem::deconstruct stops returning a refund for its caller to remember
to credit. It had grown asymmetric -- the queued path credits itself through
DeconstructionSystem while the instant path handed a number back -- so it now
credits the site's full cost directly and returns void.
Checksum order is untouched: Simulation still folds the stock at exactly the
point it always did, reading it from the state. The arena no longer discards
refunds into a no-op sink; nothing there reads the stock either way.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
forEachEmergingItem and forEachIncomingItem took a const FactoryState& and
touched no member of BuildingSystem: they read the state and the free geometry
helpers and nothing else. They are queries wearing a system's uniform, and their
one caller -- the renderer -- reached through getBuildings() to call them,
passing the state back in as an argument.
They move to FactoryQueries beside the rest of the read surface, and the renderer
calls them directly. With that, BuildingSystem answers no queries at all: its
const accessor on Simulation and on ArenaSimulation had no other user, so both
are gone. Nothing outside the command path can now reach the system.
No behaviour changes; the bodies move verbatim apart from two arrows in comments
that were non-ASCII.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
The FactoryState migration finished some time ago -- every system that touches
the factory takes the state as an argument and holds none of it, and the const
surface has become free functions over the struct -- but the comments still
described the state of affairs two refactors back.
FactoryState.h claimed BuildingSystem holds a reference and that passing the
state into the tick methods was the remaining step, gated on ~180 const call
sites that no longer exist. It now says what is true, and names what genuinely
has not moved: the id counter and the block stock, factory data still living on
Simulation behind callbacks.
architecture.md described neither FactoryState nor FactoryQueries at all, so the
Buildings section told a reader that buildings are a plain vector and nothing
about who owns it or how it is read. It gains that section, including why
ConstructionSystem completes a building itself.
BuildingSystem.h had collected ten comment blocks whose declarations had moved
out from under them -- the whole Queries section was four comments and no
functions, and the deconstruction-queue tick comment sat above tickBeltPull,
documenting the wrong function. Those are gone; tickBeltPull gets a comment
describing what it actually does, and the Queries banner now points at where the
queries went. No code changed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
The belt card's only content was a button reading "Clear stuck items", which
assumed a state the items need not be in. It now reads "Clear items", and above
it the card lists what the selected tiles hold -- one item chip per type, the
same chip the buffer sections and the HQ's block stock draw -- so a line's
contents can be read before they are removed, and can be read at all: items on a
moving belt are too small and too transient to count by eye, and items inside a
tunnel are drawn nowhere.
BeltSystem gains countItems(tiles), a query of the same kind as
forEachVisualItem: a method rather than exposed tile containers, so the per-tile
representation stays swappable. It walks the same five containers as clearTiles,
in the same order, so the list and the button cannot drift apart.
The tunnel's two ends are now told apart. Items in transit are counted on the
exit they are travelling toward, and a clear removes exactly what the panel
listed for the tile it acts on: the exit discards them, the entry leaves them
travelling. BeltSystemTest's tunnel case splits in two accordingly.
Splitters now aggregate with belts and tunnel ends. Their output filters are
per-object configuration, which an aggregate simply does not show -- a splitter
selected alone still gets them. Both cards share one BeltItemList widget, and
both derive their tiles from collectBeltTiles, so nothing is stated twice.
The mixed count summary loses the clear action it carried: a button acting on
part of a selection is worse than no button, and the tiles can be selected by
themselves.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
The button leaves the header bar for the world, centered on the columns
the next purchase unlocks and panning with them until it leaves the view.
Those columns now take a lighter tint than the locked ground behind them,
so the boundary between the two says how far one purchase reaches.
Nothing in the code reported a scroll: the camera knew it had moved and
told only the hover. A ViewScrolledEvent says it now, which is what a
widget keeping a place in the world rather than on the screen needs. The
panels want none of it -- they are placed against the screen and stay put
as the world moves under them -- so the button is placed after their pass
and never joins the rectangles they step around.
Its face is two lines, "Expand" over the cost. That makes the cost a
display of its own, so it carries the building-block tooltip the way every
other item value does, on hover alone since the click buys the expansion.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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
Clearing a shipyard with "(None)" opened the layout configuration dialog on a
grid of no cells. The auto-open guard asked only whether the chosen id differs
from the current one, and the "(None)" option carries the empty id, which
differs from every schematic; ShipLayoutDialog then found no ship def and
derived a 0x0 grid. Predates this branch -- 698dd4d, 2026-07-13.
The question all three sites were answering by hand is now one:
findLayoutShipDef() returns the ship to configure a layout against, or nullptr
when no schematic is set, the id names no ship, or the ship defines no grid.
The auto-open path and the LayoutDialogRequestedEvent handler now ask it
before opening, and ShipyardContent asks it instead of spelling the same test
out for the preview and the Configure button.
The event handler was reachable only through a button ShipyardContent already
disables, so guarding it changes nothing today; it is guarded because the
dialog's precondition belongs to the dialog's entry, not to the widget that
happens to be the only caller.
REQ-MOD-UI-AUTO-DIALOG said "differs" and left clearing implicit, which is the
reading the code took. It now says clearing opens nothing.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
Implements the requirements committed in 731b887.
Q becomes a three-way branch in the action table, which is the layer that owns
what an input does: ExitMode while a mode is active, the new ClearSelection
while something is selected, EnterDeconstruct otherwise. The three partition
the situations between them, so resolution stays first-match-wins over
available actions and the handler never re-derives the precedence -- which is
why ClearSelection gets its own event rather than joining ModeCancel on Q.
GameWorldView clears the selection at each of the three events that enter a
mode; those are the only ways in, whichever button or key the player used. No
clear is needed where ModeCancel falls through to deconstruct mode: Q resolves
to ClearSelection while anything is selected, so there is nothing left by then.
The Selection context's Q row reads "Clear selection", sits last as the row
that hands the context back does everywhere, and carries the exit badge
styling -- one key that backs out should look the same wherever it appears.
Requirements follow that last point in REQ-UI-CONTROLS-CARD and
REQ-UI-CONTROLS-CONTENT.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
The panel had one distance for the view edges, the widgets it steps around,
and the selection alike, so it stood eight pixels from a building and touched
it outright along the top. The gap from the selection is now its own value,
half a tile, and it is horizontal only -- the top edges stay level.
It is sampled where the tile size is known, in the same moment as the anchor
rectangle, and travels with it: a rectangle frozen in one moment has no
meaningful distance to a tile size measured in another. chooseSide now takes
the gap in place of the margin, the band having already taken the margin off.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
A cursor resting on a panel or outside the window kept whatever it last
pointed at: the ghost, the tunnel preview, the deconstruct tint all stayed
put, because "not hovering" was not a state the build mode could hold. Make
both ghost tiles optional, clear the hover with them, and re-derive it when
the cursor comes back or a mode is entered.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
The controls panel header read the type builder mode was entered with, so
tunnel mode always said Tunnel Entry even where the ghost had resolved to an
exit. Feed the header the same effective type the ghost and placement already
use.
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