Commit Graph

174 Commits

Author SHA1 Message Date
71c07531f0 move the remaining hotkeys into the InputMapper
Space, W, S, R, Q and F3 all acted on GameWorldView state, so each needed a
request event before it could move. One event per action rather than a shared
action enum, matching how the existing request events are named and keeping
subscribers from waking on actions they do not care about.

The split is deliberate about where knowledge lives. Each event says only what
the player asked for, never how to satisfy it:

- PauseToggleRequestedEvent carries no speed; which speed to restore is
  remembered by the receiver.
- SpeedStepRequestedEvent is a relative notch, because the ladder of speeds
  belongs to the receiver (unlike SpeedChangeRequestedEvent, which the speed
  buttons send with an absolute multiplier).
- ModeCancelRequestedEvent names no mode; which of builder, blueprint or
  deconstruct is active is state only the receiver has.
- DebugDrawToggleRequestedEvent is the request to flip the flag, where the
  existing DebugDrawToggledEvent is the announcement that it was flipped, so
  the flag keeps a single owner.

GameWorldView::keyPressEvent is now nothing but a forward to the mapper. Shift
release stays behind on purpose: it is the modifier of a mouse gesture
(REQ-BLD-COPY-CONFIG), not a keyboard action, and modelling it as one would
misrepresent it.

Bindings are still hard-coded, and behaviour is unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-05 14:02:35 +02:00
1748be57fb move pan input into an InputMapper
First slice of pulling key handling out of GameWorldView. The widget no longer
holds A/D key state; the mapper owns it and publishes the resulting direction as
PanDirectionChangedEvent, which the view consumes like any other event.

The event is level-triggered on purpose — the payload is the complete current
direction, PanDirection::None included — so a receiver never reconstructs state
from edges and cannot be left panning by a missing key-up. It is also the one
place in the UI where caching an event payload is right rather than wrong: input
has no other authority to re-read from, so the mapper is the source of truth.
Both points are written down on the event, since they look like violations of
the surrounding conventions otherwise.

Holding the state in one object is what makes releaseAll() possible; restart
uses it, and it is what a focusOutEvent will call to fix the stuck-pan bug in a
follow-up.

Bindings stay hard-coded. Only the ownership moved, so behaviour is unchanged,
including both keys held cancelling out.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-05 13:35:23 +02:00
b0fffdb00f extract the scroll position into WorldCamera
Second seam of the GameWorldView decomposition: the view no longer owns a scroll
position, only the pan intent and the bounds.

WorldCamera works purely in world units — tiles and tiles per second, never
pixels. That is what keeps it independent of WorldCoordinates: the two meet only
where GameWorldView feeds getViewCenterXTiles() into the transform, and neither
knows the other exists.

Two things are passed in rather than reached for, both so the camera stays a
plain value with no simulation dependency:

- ScrollBounds, because the pan limits move with asteroid expansion and with
  pushes. The camera clamps on every advance(), not only when panning, so the
  view follows the bounds inward when they shrink.
- PanDirection, because pan intent is not the camera's business. Today
  GameWorldView collapses its two held-key flags into it; if controls become
  rebindable the camera's interface does not change.

The config structs are referenced, not copied: they live inside the Simulation's
GameConfig, which is assigned in place on restart (REQ-CFG-RELOAD), so reloaded
scroll tuning takes effect without rebuilding the camera. A test pins that.

The pan-speed curve (REQ-UI-SCROLL-SPEED) had no coverage at all and is the
least obvious code in the file — two ramps combined by min, with a peak below
the fast speed where the bands overlap in a narrow contest zone, and a hard step
when the band width is zero. All of that is now tested.

Behaviour is unchanged, including the cases worth naming: holding both keys
still cancels out, and the moved/not-moved result that drives the box-select
refresh still counts movement caused purely by the bounds changing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-05 13:15:49 +02:00
8ec413e1b9 use WorldCoordinates in ArenaView too
ArenaView carried its own copy of the same five transforms. It differs from the
game view in exactly two respects: the arena is a fixed world shown whole, so
the tile size is the tighter of the two axis fits rather than the height fit,
and there is no scrolling, so the left edge is always 0.

That is small enough to absorb into WorldCoordinates as a second named factory.
The raw constructor becomes private and both call sites go through
scrolling(...) or fitToWorld(...), which also reads better than three
positional ints at the call site.

ArenaView is threaded the same way GameWorldView was: paintGL builds one
snapshot, every draw takes a const WorldCoordinates&, and mousePressEvent takes
its own.

ArenaView::widgetToWorld guarded against a near-zero tile size; that guard now
lives in WorldCoordinates as a tilePx fallback to 1.0, alongside the existing
degenerate-world-size fallback, so both factories are total and no conversion
can divide by zero.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-05 10:18:52 +02:00
4f6de79352 extract the world<->widget transform into WorldCoordinates
The nine coordinate helpers on GameWorldView were the first seam of the
planned decomposition: stateless math that every draw method, the placement
validation, and the belt-drag code reached into private state to get at.

WorldCoordinates is an immutable value built from the viewport size, the world
height, and the scroll center. It lives in lib/core rather than ui, following
BeltDragPath and TunnelCompletion — UI-only helpers kept there so Catch2 can
reach them. That is what lets the transform math be unit-tested at all, since
the test target links lib only.

Rather than leave delegating one-liners behind, the snapshot is threaded
through the call graph: paintGL builds one per frame, every world-space draw
takes a const WorldCoordinates&, and the screen-space draws (vignettes, replay
overlay, debug text) take none. Those methods no longer touch m_scrollXTiles,
width(), or height(), which is most of the groundwork for extracting
WorldRenderer later. The mouse handlers each take their own snapshot.

The snapshot is deliberately not cached in a member: a resize or a scroll
would silently invalidate it, and a stale transform surfaces as misaligned
hit-testing rather than as a visible failure.

widgetToTile and widgetToWorld had the same arithmetic inlined separately;
the former now goes through the latter.

The architecture doc's coordinate section was already stale — it described a
painter.translate approach and a hardcoded tilePx = 20, neither of which was
true — so it is rewritten to match the code.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JcReq7hVk4KUPhTDKWAG7K
2026-08-05 10:04:14 +02:00
4c166bf47f depend on the registry instead of DebrisSystem in the AI path 2026-08-05 07:25:59 +02:00
60260540cd make deconstruction its own system 2026-08-05 07:10:46 +02:00
1f4503176b make construction its own system (extracted from BuildingSystem) 2026-08-05 06:57:12 +02:00
fd85e8e10a free the buffer setup and belt registration from BuildingSystem 2026-08-05 06:55:13 +02:00
114a43b205 make BuildingSystem stateless: FactoryState becomes a parameter 2026-08-05 06:50:11 +02:00
d87d063b10 move the placement rules and the config-dependent queries off BuildingSystem 2026-08-05 06:49:49 +02:00
537597c854 delete the unused getAllBeltTiles and BeltTileInfo 2026-08-05 06:49:28 +02:00
9c3be0fbd0 extract the production rules as free functions over config and building 2026-08-05 06:49:15 +02:00
58b94223f7 migrate every factory query off BuildingSystem onto the free functions 2026-08-05 06:46:13 +02:00
1fb63cce4e move the asteroid width bound into FactoryState 2026-08-05 06:45:33 +02:00
0b7e94b4e4 drop CombatSystem's unused BuildingSystem parameter 2026-08-05 06:45:16 +02:00
0408336cf9 depend on factory data instead of BuildingSystem in the AI path 2026-08-05 06:44:49 +02:00
46932e4abf move FactoryState ownership out of BuildingSystem to Simulation 2026-08-05 06:43:52 +02:00
0edea5d961 gather the factory's world data into FactoryState 2026-08-05 06:43:30 +02:00
60cc187d92 add BuildingGrid to manage tile occupancy 2026-08-04 18:26:01 +02:00
3990351a16 share BuildingSystem's free functions instead of copying them 2026-08-04 18:24:38 +02:00
475df0e5fd extract unlock state from Simulation to UnlockState class 2026-08-04 18:10:43 +02:00
61634f6fd2 move the shared TOML helpers into the utility namespace to avoid name collisions 2026-08-04 18:05:52 +02:00
c8ff7da345 extract load methods into their own files 2026-08-04 18:05:27 +02:00
d664ab54cc extract shared TOML helpers into TomlHelpers.h/.cpp 2026-08-04 18:02:23 +02:00
906000b0e9 drop the dead payloads from the state-change events 2026-08-03 22:02:47 +02:00
785ce3ebfe remove duplicate findBuildingDef from BuildingSystem 2026-08-03 21:14:13 +02:00
77a842f884 dedupe AttackExecutor and RepairExecutor via executeOrbitAndAssign 2026-08-03 21:13:24 +02:00
a8e933b7f2 drop EntityAdmin::add in favour of addComponent 2026-08-03 21:09:18 +02:00
b4e622daa5 extract the shared Centroid helper into ai/Centroid.h 2026-08-03 21:06:06 +02:00
ca727bef35 extract Simulation::initializeSubsystems to remove duplicate code 2026-08-03 20:59:00 +02:00
553a7e0701 add findShipDef/findModuleDef/findRecipeDef to config structs and re-use them in the rest of the code base 2026-08-03 20:57:31 +02:00
3671e1d7e6 fix splitter filters being lost when rotating in place and add test 2026-08-03 20:49:10 +02:00
f766ae4a86 Allow to draw produced-item icons in recipe dialog and game world 2026-07-23 20:54:04 +02:00
8b71fe1a03 Rename ship/station scrap drop entities to "debris" 2026-07-23 20:51:05 +02:00
e20a0bba67 Rename Demolish to Deconstruct 2026-07-22 21:40:42 +02:00
b2ce20e6ad Add deconstruction queue 2026-07-22 21:37:56 +02:00
a9082c57f3 Implement config-driven unlock groups so that multiple things can be unlocked at once (including buildings) 2026-07-22 21:34:59 +02:00
a8a6a04f1e Highlight tunnel connections in green when selected 2026-07-21 21:16:21 +02:00
a75222f111 Never rotate tunnels in place 2026-07-21 21:14:27 +02:00
9b63af6ccb Unify tunnel build mode into a single Tunnel button 2026-07-21 21:12:06 +02:00
4ca5b332cd Snap belt-drag end tile to a building's input edge 2026-07-21 21:09:07 +02:00
b2c1ea34fd Implement deferred L-shaped belt drag placement 2026-07-21 21:05:31 +02:00
1cbc695bc5 Add building status light 2026-07-20 22:19:58 +02:00
be475e2836 allow multi-select for ships/stations, mixable with scrap 2026-07-20 21:03:11 +02:00
9622fa4345 Use std::optional instead of sentinel values for absent data 2026-07-20 20:27:20 +02:00
f205136e21 show tooltip for artifacts in the header bar 2026-07-19 22:16:04 +02:00
d412c69f82 Prefix all getters with "get" 2026-07-19 21:17:38 +02:00
486296feee Allow direct output-to-input port coupling between adjacent buildings 2026-07-14 20:23:24 +02:00
c9f14970a1 Animate items entering building input ports 2026-07-14 20:21:25 +02:00