Commit Graph

241 Commits

Author SHA1 Message Date
806cc937d6 Refresh selected-building panel when paused player commands drain
Option A made the per-tick refresh authoritative for the shipyard layout
preview and Configure Layout button, but that path is driven by
TickAdvancedEvent, which only fires while the game is running. Choosing a
schematic while paused therefore still left the widgets hidden until the
game was unpaused or the building re-selected, because the queued
SetRecipeCommand drains on the next frame but no tick advances.

Emit a new PlayerCommandsAppliedEvent from GameWorldView::onFrame once per
frame when queued commands were drained, and have SelectedBuildingPanel
refresh its selection display in response. This is a presentation-only
notification: it is emitted only on the live path (not during replay
playback), touches neither the command queue nor the simulation, and its
only handler never enqueues commands -- so replay recording and
determinism are unaffected.

Factor the former TickAdvancedEvent handler body into
refreshSelectionDisplay() and call it from both handlers to avoid
duplication.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-08 19:31:29 +02:00
1469178296 Fix shipyard layout preview/button not showing until re-selection
Selecting a ship schematic in the shipyard left the layout preview and
Configure Layout button hidden until the building was deselected and
re-selected.

The recipe change is applied via a queued command that only drains on a
later frame, so the immediate rebuild() in onSelectRecipeClicked() still
saw the old (empty) recipe and hid both widgets. The per-tick
refreshBuffers() path then updated the preview's data but never set its
visibility -- that was only ever done in buildSingle() -- so the widgets
stayed hidden until a re-selection re-ran buildSingle().

Extract the shipyard preview/button show-hide-and-populate logic into
updateShipyardLayoutWidgets() and call it from both buildSingle() and
refreshBuffers(), so the per-tick refresh becomes authoritative for
visibility and the widgets appear on the first tick after the command
drains.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01DyCu8vwChKMbLJQ3xosYEN
2026-07-08 19:07:14 +02:00
6ea0655eaf implement unlock dependencies 2026-07-03 08:35:45 +02:00
58d4586d00 update concept.md 2026-07-02 21:36:42 +02:00
18e732ae99 Remove schematic upgrades and module and ship levels 2026-07-02 21:32:36 +02:00
81b1c7a66b Derive ship scrap drop from threat 2026-07-02 21:30:38 +02:00
5bc581bcb8 write replays next to the executable 2026-07-01 22:43:04 +02:00
0a7e9a34ef Add artifact win condition (#3)
Reviewed-on: #3
Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com>
Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
2026-07-01 20:27:29 +00:00
d74ba5bfad Replay: deterministic record & playback (#4)
Add deterministic record/playback for a run.

Recording captures `(seed, config hash, ordered tick-tagged commands)` and re-simulates on playback — no state snapshots. `DotaFactory.exe --replay <file>` re-plays a recorded run view-only with manual speed/pause.

Reviewed-on: #4
Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com>
Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
2026-07-01 19:20:08 +00:00
cf68ac2862 Fix selected construction site border not being drawn (#2)
Fixes a bug where the selected construction site was not drawn with a border.

Reviewed-on: #2
Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com>
Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
2026-06-29 20:09:10 +00:00
b301db2008 increase refund rate because altering the factory shall not be punishing 2026-06-23 22:11:30 +02:00
31a8915b0f update keyboard shortcuts 2026-06-23 22:09:26 +02:00
f818c90af0 draw ghost in semi-transparent building color 2026-06-23 21:29:38 +02:00
577927ef70 fix bug where splitter filters were not taken over to blueprint 2026-06-23 21:08:46 +02:00
d271d65678 allow to set the recipe already for construction sites 2026-06-22 22:15:56 +02:00
e5017ab3c5 fix issue where construction sites could be placed outside of game world and add tests 2026-06-22 21:13:01 +02:00
59688e6532 fix issue where scrolling while drawing selection box did not update selection box size 2026-06-22 21:10:38 +02:00
c7218c7c1e Replace recipe/schematic dropdowns with button and selection dialog 2026-06-22 21:07:36 +02:00
c43225b6fa fix issue where beams were also disappearing while the game was paused 2026-06-21 22:09:25 +02:00
405206211e fix issue where right-click did not exit demolish mode 2026-06-21 21:56:40 +02:00
3d577a11db fix bug where recipe combo stayed visible when construction site was selected 2026-06-21 21:54:15 +02:00
a472ec196c cargo component refactoring 2026-06-21 21:49:46 +02:00
665060bcd2 Merge pull request 'fix issue where repair behavior targets enemy HQ in balancing target' (#1) from fix_repair_targeting into master
Reviewed-on: #1
2026-06-19 19:44:28 +00:00
4818997164 fix issue where repair behavior targets enemy HQ in balancing target 2026-06-19 21:36:04 +02:00
9573b9789a change repair_tool application and add beams for salvager and repair_tool 2026-06-19 21:15:47 +02:00
7924e037aa increase asteroid size 2026-06-18 21:48:43 +02:00
c371b43a6d make repair ships standby with rest of fleet if there is no one to repair (instead of advancing towards the enemy stations) 2026-06-18 21:45:15 +02:00
abab2bbb6e make repair ships not retreat if someone needs help 2026-06-17 22:40:58 +02:00
313fed02ca fix range of repair tool in config 2026-06-17 22:39:10 +02:00
b95eaaaded fix repair tool targeting 2026-06-17 21:52:47 +02:00
41c8ed2938 draw debug lines to repair and salvage behavior targets 2026-06-17 21:41:35 +02:00
7f4ea93a70 show accumulated threat for teams in balancing target 2026-06-17 21:29:02 +02:00
1a682fdb79 make drone movement look more spaceship-like 2026-06-17 20:51:45 +02:00
e0e11b7933 fix mutually canceling orbits 2026-06-17 20:50:31 +02:00
0cf3d64983 allow custom orbit rotations directions 2026-06-17 20:36:11 +02:00
1324a320e2 fix issue where ships cancel their attacks and advance if on low health in balancing target 2026-06-16 22:17:09 +02:00
5219b227c5 improve targeting rules config 2026-06-16 21:51:45 +02:00
0e02d9ec4a make sensor range semi transparent in debug draw mode 2026-06-16 21:51:26 +02:00
74615f5293 add debug draw mode for balancing target 2026-06-16 21:47:41 +02:00
bd2391876c draw debug lines to target 2026-06-16 21:38:58 +02:00
ac97652c60 make ships claim targets 2026-06-16 21:18:28 +02:00
4153b7e2f5 make ships orbit their targets 2026-06-15 21:37:47 +02:00
6b7c3df64a advance towards enemy buildings 2026-06-15 20:52:43 +02:00
e8dd73bcb0 refactor AI system 2026-06-15 09:16:56 +02:00
8451f5a281 fix missed code paths for artificially reduced splitter throughput 2026-06-14 14:50:23 +02:00
0a1b58442c add verification scripts for ship layouts and recipes 2026-06-14 14:24:18 +02:00
997a7778e0 first iteration of fable 5 on ship and module grids and recipes 2026-06-14 14:23:53 +02:00
282ace4c11 fix bug where splitters reduce belt throughput, even if one side is blocked 2026-06-14 14:03:50 +02:00
1ea1cc59fb show threat rate in debug output 2026-06-14 13:39:10 +02:00
123c544423 move ui panels to the right 2026-06-14 13:07:25 +02:00