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
Only the selection box was refreshed while the camera panned, so the ghost,
its validity, the resolved tunnel end and the deconstruct hover all kept the
tile of the last mouse move. Give the whole hover update one entry point and
run it from the pan step as well, for a cursor that is over the world.
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