Commit Graph

345 Commits

Author SHA1 Message Date
01aa1a08b0 stop the layout dialog opening for a shipyard with no schematic
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
2026-08-17 22:50:14 +02:00
5968e5f40a dismiss a dialog with Q, and refuse to dismiss the drop dialog
Three dialogs take Q as a second way out beside Escape: the recipe/schematic
selection dialog and the blueprint selection dialog close outright, and the
layout configuration dialog steps out one level per press -- the module being
placed, then remove mode, then the session. Both of those mode exits now go
through the handler the Remove button uses, extracted from a lambda into
onRemoveButtonClicked(), so the key and the button cannot leave different
state behind.

The schematic choice dialog goes the other way and declines reject(). It had
no close button but Escape still closed it, and the caller then applied
choiceIndex 0 -- awarding whichever option happened to be first. Refusing
reject() covers Escape, Alt+F4, and the window manager together, since all
three funnel through it. It is also the only dialog whose dismissal would
strand state: the poll that opened it does not reopen it while the choices
stay pending, so a drop dismissed is a drop lost.

The key itself is spelled once in DialogDismiss.h rather than in three key
handlers. It stays out of the ControlAction table on purpose: that table
answers what an input does in the player's current situation, and a dialog
has none -- it holds focus and takes the key whatever the world is doing.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 22:31:59 +02:00
b0fa0da813 clear the selection with Q, and drop it on entering a build mode
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
2026-08-17 21:49:33 +02:00
392a2b8d00 keep the selection panel half a tile off what it describes
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
2026-08-17 16:24:14 +02:00
b2148f00ac stop hovering when the cursor points at no tile
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
2026-08-17 15:19:22 +02:00
9490a96e12 let the hover follow a view that scrolls under a still cursor
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
2026-08-17 14:54:34 +02:00
fd0c246bc0 show the tunnel end the click would actually place
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
2026-08-17 13:26:50 +02:00
9c275e283c give every recipe one shape: a list of output groups
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
2026-08-17 12:47:09 +02:00
a1c567715e make selection box sub-tile aware 2026-08-14 22:51:05 +02:00
1cf7c264c1 draw selection rect only if mouse has moved 2026-08-14 22:20:35 +02:00
d36e59fd26 make selection box use the selection or deconstruct color to indicate the mode 2026-08-14 21:49:55 +02:00
9bbade2420 make recipe selection and buffers of smelter and reprocessing plant behave like other buildings, except that a recipe may be chosen automatically 2026-08-12 23:24:31 +02:00
4ee6438405 allow the probabilistic recipe output of the reprocessing plant to yield more than 1 item of a type per cycle 2026-08-12 22:10:29 +02:00
0b859bd1a4 start the next production cycle in the tick the last one completed 2026-08-12 21:27:25 +02:00
dd061082fb fix issue where status light was flickering to yellow for one tick between cycles 2026-08-12 21:26:09 +02:00
b6b6acb99c ask the icon cache for the inline block icon 2026-08-12 21:22:40 +02:00
7e670fc01c state the debris scrap value with the item icon, not the word 2026-08-12 21:21:47 +02:00
bd8fe5157e add border around recipes where several of them stack 2026-08-12 08:30:10 +02:00
a3fddf63cc give a recipe line its own row for its identity 2026-08-11 22:07:15 +02:00
f255224ccd show recipes visually instead of describing them in text 2026-08-11 21:47:35 +02:00
3274df91d4 open selection panel modals on the panel 2026-08-11 21:21:12 +02:00
d1da4b2937 color item icon backgrounds in the UI from visuals.toml 2026-08-11 21:18:52 +02:00
37378e3c1b allow to move the selection panel via mouse drag 2026-08-09 22:09:41 +02:00
5794a51c9a draw boxes around item icons 2026-08-09 21:20:47 +02:00
09858f4b62 keep an auto-recipe building's summary between its cycles 2026-08-09 20:41:48 +02:00
ca49b9dbec let the world renderer hold the simulation by const reference 2026-08-09 20:37:15 +02:00
79650ae211 make EntityAdmin::hasAll const 2026-08-09 20:37:09 +02:00
c0b009c548 place the selection panel beside what it describes 2026-08-09 20:36:58 +02:00
7ae5f8c4dc fix selection panel contents 2026-08-07 22:01:10 +02:00
9f574fa05e fix issue where the selection panel sometimes collapses to very small size 2026-08-07 21:17:53 +02:00
0b8f5eccd6 scroll the controls panel's rows instead of clipping them 2026-08-07 20:42:56 +02:00
40415e663b put the controls panel in the corner and let it step around the build bar 2026-08-07 20:42:41 +02:00
7a098edf72 mark the exit row of the controls panel red on its chips instead of its label 2026-08-07 19:52:51 +02:00
365641feb7 size the controls panel to the rows it is actually showing 2026-08-07 19:38:10 +02:00
cab7244b00 divide the always-available rows in the General context too 2026-08-07 19:10:04 +02:00
980fad272f show the available controls in a panel over the world 2026-08-07 18:48:01 +02:00
68a43a7d98 resolve mouse gestures through the action table too 2026-08-07 18:47:43 +02:00
1f754de431 resolve keyboard shortcuts through one action table instead of a switch 2026-08-07 18:47:29 +02:00
075e44d295 give the selection cards their own parts instead of label blobs 2026-08-07 18:43:23 +02:00
2289277e12 split the selection panel into one card per kind of selection 2026-08-07 18:38:55 +02:00
603f8063e9 float the selection panel over the game world instead of a side column 2026-08-06 22:06:42 +02:00
3b37b0ecf8 target single-building transfers by hovering, not by footprint coincidence 2026-08-06 20:31:51 +02:00
98deab932a let any blueprint transfer configuration, not just single-building ones (if the orientation matches) 2026-08-06 20:29:20 +02:00
08d8b0dd90 re-cover copy-settings through single-building blueprints 2026-08-06 19:44:55 +02:00
9a3b6c10d6 fix bug where selecting the same layout for a shipyard discarded the current progress and buffers 2026-08-06 19:18:45 +02:00
cd31af2611 remove the Shift copy-building-settings gesture 2026-08-06 19:09:11 +02:00
fd6a7c5815 rekey the temporary blueprint to C, add V to re-place it 2026-08-06 19:07:13 +02:00
18cfe238f6 move blueprints out of the sidebar into Ctrl+C / Ctrl+V dialogs 2026-08-06 19:03:59 +02:00
c1af58d80c float the build buttons as a horizontal bar over the game world and show key bindings inside build buttons 2026-08-06 08:28:40 +02:00
f39fe9a118 move the debug stats panel out of the renderer 2026-08-05 22:14:55 +02:00