17 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
1e24b87640 let Q dismiss a dialog, and stop the drop dialog being dismissed at all
Q backs the player out in the game world, so it backs them out of a dialog
too: the recipe/schematic selection dialog, the blueprint selection dialog,
and the layout configuration dialog, where it is Cancel. In that last one it
steps out one level at a time as it does in the world -- a selected module,
then remove mode, then the session -- so one press never both leaves a mode
and discards the changes.

The schematic choice dialog goes the other way: it is now stated to be
undismissable, which it was already built to be (no close button) but was not
written down. Escape currently closes it and the handler then applies the
default choiceIndex of 0, awarding the first option the player never picked;
saying no way out exists but choosing is what closes that.

Q stays an ordinary character in the two dialogs that take a typed name. The
Escape bullet named only the blueprint dialog and was narrower than what
Escape has always done, so it now covers dismissible dialogs generally.

Requirements only; no code yet.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 22:22:05 +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
731b8874c9 let Q clear the selection, and keep selection and build mode apart
Q backed out of a build mode or toggled deconstruct mode; it now clears the
selection as its middle case. That needed a rule for a selection held while a
build mode is active, a state the code allows today: clearAll() is called only
by a click or drag that hit nothing, so a selection survives into builder,
blueprint, and deconstruct mode.

Make the two mutually exclusive instead, matching what the controls panel
already shows: entering any build mode clears the selection. The blueprint
gestures read the selection before the mode entry clears it, so C and Ctrl+C
lose nothing.

Drops the accuracy carve-out that had C / Ctrl+C merely omitted from the build
contexts on the strength of a surviving selection -- with no selection there,
they are unavailable rather than omitted, and the list is the three cases its
intro claims.

Requirements only; no code yet.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 21:31:35 +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
abaccc45b5 give the selection panel its own gap from what it describes
The panel kept one distance for everything: the view edges, the widgets it
steps around, and the selection itself. Beside a building that read as
touching it -- eight pixels to the side and nothing at all above, the top
edges flush. Split the two apart: an edge margin as before, and a selection
gap of half a tile, horizontal only, frozen with the anchor rectangle it is
measured from.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 15:53:30 +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
41c45d73ce cut the reprocessing plant entry back to what is still its own
Everything it used to specify moved out as the output-group merge generalised
it: the pick is REQ-MAT-OUTPUT-GROUP, the all-outcomes gate REQ-MAT-CYCLE, the
buffers REQ-MAT-OUTPUT-BUFFER, the eligible set REQ-LOCK-OUTPUT-POOL, the
recipe control REQ-BLD-AUTO-RECIPE. Restating them here only invited the two
to drift apart.

What is left is what config cannot say: why the building exists -- the
value-preserving counterpart to smelting scrap down, and the only path to
voidsteel -- plus the one rule that really is specific to it, that reprocessing
recipes take no part in the implicit unlock traversal, which until now was only
implied by REQ-LOCK-IMPLICIT naming the other three building types.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 10:51:54 +02:00
f39e4f3506 name the output pool restriction for what it restricts
It is no longer about reprocessing: any recipe with several output groups is
subject to it, and the plant is only the building that happens to have one
(REQ-MAT-OUTPUT-GROUP). REQ-LOCK-REPROCESSING-POOL becomes REQ-LOCK-OUTPUT-POOL.
Four citations, all in docs -- no code cites it.

Also corrects a line REQ-LOCK-IMPLICIT still carried from before smelters had a
recipe control: their recipes are not "never shown in any UI dropdown" any more,
they are simply never gated, so the dialog offers all of them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 10:32:30 +02:00
3c63205c6c make every recipe one shape: a list of output groups
Deterministic recipes could have several outputs produced together; a
probabilistic one could have several outputs of which exactly one happened.
Two shapes meant two rules everywhere -- sizing a buffer, deciding whether a
cycle fits, resolving what a cycle makes -- each written as a branch on
whether the building was a reprocessing plant.

New REQ-MAT-OUTPUT-GROUP merges them. A recipe has one or more output groups,
each with a weight and a list of items; a cycle produces exactly one group,
and the items within it together. One group is the ordinary recipe and is
always chosen, so the old deterministic and probabilistic cases are the same
shape with one group and with several -- and every rule downstream is written
over groups, needing no branch at all. Config keeps outputs = [...] as the
single-group form, so only the two reprocessing recipes change shape.

It also lets an outcome yield several items, which was unrepresentable, and
fixes a display bug on the way: the recipe summary drew all outputs as one
combined yield, so a plant read as if a cycle made all four items. Groups are
now separated by "/" and the items within one by "+".

REQ-LOCK-REPROCESSING-POOL now restricts the choice between groups rather
than the pool of output items, and says why that distinction is load-bearing:
implicit unlocking is demand-derived, so an ordinary recipe's output can be
producible while nothing yet calls for it. Testing eligibility there would not
gate a drop, it would stop the building producing at all -- so a recipe with
one group, having no choice to restrict, is never tested. A group is eligible
only if all of its items are unlocked, since they are produced together.

Requirements only; the implementation follows.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-17 09:46:31 +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
71 changed files with 1459 additions and 530 deletions

View File

@@ -99,25 +99,21 @@ building = "reprocessing_plant"
inputs = [{item = "scrap", amount = 4}]
duration_seconds = 4.0
[[recipe.outputs]]
item = "iron_ingot"
amount = 1
[[recipe.output_group]]
probability = 0.3
items = [{item = "iron_ingot", amount = 1}]
[[recipe.outputs]]
item = "copper_ingot"
amount = 1
[[recipe.output_group]]
probability = 0.3
items = [{item = "copper_ingot", amount = 1}]
[[recipe.outputs]]
item = "silicon"
amount = 1
[[recipe.output_group]]
probability = 0.2
items = [{item = "silicon", amount = 1}]
[[recipe.outputs]]
item = "voidsteel"
amount = 1
[[recipe.output_group]]
probability = 0.2
items = [{item = "voidsteel", amount = 1}]
# -----------------------------------------------------------------------------
# Tier 2 — early intermediates (clean ratios, ~2:3)

View File

@@ -344,10 +344,12 @@ width_px = 2
[overlays]
ghost_valid = "#ffffff44" # builder-mode ghost, placement allowed (REQ-BLD-GHOST)
ghost_invalid = "#ff000044" # builder-mode ghost, placement invalid (REQ-BLD-PLACE-VALID)
deconstruct_tint = "#ff000033" # deconstruct-mode hover tint
selection_rect = "#00ff00" # box-drag selection rectangle (REQ-UI-MULTI-SELECT)
deconstruct_tint = "#ff000033" # deconstruct-mode hover tint; its RGB also draws the
# box-drag rectangle in deconstruct mode, opaque
# (REQ-UI-MULTI-SELECT, REQ-BLD-DECONSTRUCT-BOX)
tile_highlight = "#ffffff22" # tile under cursor
selected_outline = "#ffff00" # outline drawn around currently-selected building(s)
selected_outline = "#ffff00" # outline around currently-selected building(s), and the
# box-drag selection rectangle (REQ-UI-MULTI-SELECT)
config_transfer = "#33ccff66" # blueprint ghost over a configuration-transfer target (REQ-UI-BLUEPRINT-TRANSFER)
locked_asteroid = "#0000007f" # tint over the asteroid left of the buildable edge (not yet unlocked by expansion)
modal_dim = "#00000099" # semi-transparent black dim behind modal dialogs/menus (REQ-UI-MODAL-DIM)

View File

@@ -75,20 +75,17 @@ building = "reprocessing_plant"
inputs = [{item = "scrap", amount = 5}]
duration_seconds = 3.0
[[recipe.outputs]]
item = "iron_ingot"
amount = 2
[[recipe.output_group]]
probability = 0.6
items = [{item = "iron_ingot", amount = 2}]
[[recipe.outputs]]
item = "circuit_board"
amount = 1
[[recipe.output_group]]
probability = 0.3
items = [{item = "circuit_board", amount = 1}]
[[recipe.outputs]]
item = "advanced_alloy"
amount = 1
[[recipe.output_group]]
probability = 0.1
items = [{item = "advanced_alloy", amount = 1}]
# -------------------------------------------------------------------
# Extra recipes for ThreatCostCalculator unit tests (fixes 6-9)

View File

@@ -427,7 +427,7 @@ width_px = 2
ghost_valid = "#ffffff44"
ghost_invalid = "#ff000044"
deconstruct_tint = "#ff000033"
selection_rect = "#00ff00"
selected_outline = "#ffff00"
[toast]
bg = "#000000cc"

View File

@@ -230,8 +230,8 @@ supporting different fleet doctrines feel structurally different to build.
**smelting** (same basic materials as ore — the safe, boring option) and
**reprocessing** (probabilistic higher intermediates, including the
late-game input — the gamble that eventually becomes mandatory).
- The reprocessing output pool renormalizes over implicitly unlocked items
(REQ-LOCK-REPROCESSING-POOL), so its output quality improves
- The reprocessing output pool renormalizes over the output groups whose items
are implicitly unlocked (REQ-LOCK-OUTPUT-POOL), so its output quality improves
automatically as the run progresses. **Rule:** weights are authored for
the *fully unlocked* pool state; early-game behavior falls out of
renormalization for free and needs no separate staging.

View File

@@ -6,7 +6,7 @@ Config files use the TOML format. The following config files drive game paramete
- **world.toml** — world dimensions, region widths, expansion amounts, building refund percentage, building deconstruction time, wave timing, boss wave timing, belt speed, starting building blocks, departure interval, ship orbit factor, rally orbit radius, scrap-per-threat conversion, combat target-selection parameters (target score formula, overclaim penalty formula, target hysteresis), artifact chance formula, artifact win count, view pan speeds (slow and fast horizontal pan speed and pan ramp band width), an optional building blocks tooltip string (shown as the header bar's building blocks stock hover tooltip, REQ-UI-BLOCKS-TOOLTIP; omitted when unset), and an optional artifact tooltip string (shown as the header bar's artifact count hover tooltip, REQ-UI-ARTIFACTS-TOOLTIP; omitted when unset).
- **buildings.toml** — building block cost and construction time per building type, plus an optional tooltip description string per building type (shown as the build button's hover tooltip, REQ-UI-BUILD-TOOLTIP; omitted when unset). Whether a building type is available from game start or must be unlocked during play is not defined here but in **unlocks.toml** (REQ-LOCK-EXPLICIT): a building type granted by an unlock group starts locked and is hidden from the build menu until its group is awarded (REQ-LOCK-BUILDING).
- **recipes.toml** — crafting recipes: inputs, outputs, quantities, durations, and reprocessing plant probabilities. Assembler recipe entries may optionally define `unlocked_at_start` (boolean, default false): when true the recipe is available from game start regardless of the implicit item graph — used for base recipes that no schematic's materials reach (such as building blocks; see REQ-LOCK-IMPLICIT). Which assembler recipes must instead be awarded during play (explicitly gated) is defined in **unlocks.toml**, not here (REQ-LOCK-EXPLICIT); every remaining assembler recipe is implicitly unlocked through the item graph (REQ-LOCK-IMPLICIT).- **ships.toml** — per schematic: a human-readable display name (used in the UI), hull stats (HP, max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, max rotation speed) as plain values, required build materials, a layout grid defining the ship's module slots, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES). Whether a ship schematic is available from game start or must be unlocked during play is defined in **unlocks.toml** (REQ-LOCK-EXPLICIT), not here.
- **recipes.toml** — crafting recipes: inputs, output groups with their quantities and probability weights, and durations (REQ-MAT-OUTPUT-GROUP). Assembler recipe entries may optionally define `unlocked_at_start` (boolean, default false): when true the recipe is available from game start regardless of the implicit item graph — used for base recipes that no schematic's materials reach (such as building blocks; see REQ-LOCK-IMPLICIT). Which assembler recipes must instead be awarded during play (explicitly gated) is defined in **unlocks.toml**, not here (REQ-LOCK-EXPLICIT); every remaining assembler recipe is implicitly unlocked through the item graph (REQ-LOCK-IMPLICIT).- **ships.toml** — per schematic: a human-readable display name (used in the UI), hull stats (HP, max linear speed, sensor range, main acceleration, maneuvering acceleration, angular acceleration, max rotation speed) as plain values, required build materials, a layout grid defining the ship's module slots, and a `default_modules` list used for enemy wave ships (see REQ-WAV-DEFAULT-MODULES). Whether a ship schematic is available from game start or must be unlocked during play is defined in **unlocks.toml** (REQ-LOCK-EXPLICIT), not here.
- **modules.toml** — per module type: id, surface mask, materials list, production time, fill color, glyph, an optional tooltip description string (shown as the module selection button's hover tooltip, REQ-MOD-UI-MODULE-TOOLTIP; omitted when unset), and an optional capability section and/or stat modifier formulas. Whether a module schematic is available from game start or must be unlocked during play is defined in **unlocks.toml** (REQ-LOCK-EXPLICIT), not here. A module with a capability section (`[module.weapon]`, `[module.salvage]`, or `[module.repair]`) containing base stat formulas is a **capability module** that grants the ship a weapon, salvage bay, or repair tool per instance (see REQ-MOD-CONFIG for the full list of formulas per capability type). A module with only `added_*`/`multiplied_*` formulas is a **passive module** that modifies stats on the ship or on capability module instances (see REQ-MOD-STAT-CALC).
- **unlocks.toml** — unlock groups: each `[[unlock]]` entry names a group of ship schematics, module schematics, building types, and/or assembler recipes that are awarded together from a single defence station drop (see Unlock Group Format, REQ-LOCK-EXPLICIT, REQ-DEF-SCHEMATIC-DROP). Anything not granted by any unlock group is available from game start.
- **stations.toml** — HP, damage, range, fire rate, and scrap drop for player and enemy defence stations, defined as formulas of station level.
@@ -122,8 +122,8 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
- REQ-BLD-COST: The player places buildings from a build menu. Placement costs building blocks from the global stock. The cost per building type is read from `buildings.toml [[building]].cost`.
- REQ-BLD-QUEUE: Placed buildings enter a construction queue and are built one at a time. Each building takes a duration defined in `buildings.toml [[building]].construction_time_seconds` to construct.
- REQ-BLD-ASTEROID-ONLY: Buildings can only be placed on asteroid tiles (per surface_mask; tiles marked `S` may extend into space).
- REQ-BLD-BUILDER-MODE: Clicking a build button activates builder mode for that building type. Builder mode is exited by right-clicking in the game world or clicking the same build button again. (Exception: while a belt drag placement is in progress, right-clicking cancels that drag instead of exiting, and builder mode stays active — REQ-BLD-BELT-DRAG.)
- REQ-BLD-GHOST: While in builder mode, a ghost of the building is rendered at the tile under the cursor, showing where it would be placed. The ghost is drawn semi-transparently in the building type's own visuals — its `fill` and `outline` colors and `glyph` from `visuals.toml` — so that different building types are visually distinguishable in builder mode rather than all looking alike. When the current cursor position is invalid, the ghost instead uses the distinct "invalid" color (REQ-BLD-PLACE-VALID), which overrides the per-building coloring.
- REQ-BLD-BUILDER-MODE: Clicking a build button activates builder mode for that building type, clearing the selection as entering any build mode does (REQ-UI-SELECTION-EXCLUSIVE). Builder mode is exited by right-clicking in the game world or clicking the same build button again. (Exception: while a belt drag placement is in progress, right-clicking cancels that drag instead of exiting, and builder mode stays active — REQ-BLD-BELT-DRAG.)
- REQ-BLD-GHOST: While in builder mode, a ghost of the building is rendered at the tile under the cursor, showing where it would be placed. The ghost follows the tile the cursor points at, which includes the view scrolling (REQ-UI-SCROLL) under a cursor that has not moved: the ghost then moves across the world with the scroll rather than sticking to the tile it was last placed on by a mouse move, exactly as a running selection box does (REQ-UI-MULTI-SELECT). The same holds for everything else the hovered position determines — placement validity (REQ-BLD-PLACE-VALID), the tunnel end being placed (REQ-BLD-TUNNEL-MODE), a belt drag's path (REQ-BLD-BELT-DRAG), the blueprint ghost (REQ-UI-BLUEPRINT-MODE), and the deconstruct hover (REQ-UI-DECONSTRUCT-BUTTON). A cursor that is not over the game world — resting on one of the floating panels (REQ-UI-CONTROLS-PANEL, REQ-UI-BUILD-BAR, REQ-UI-SELECTION-PANEL), or outside the window — points at no tile and therefore hovers nothing: no builder ghost and no blueprint ghost is drawn, no tunnel connection is previewed, and no building is tinted as the deconstruct hover, until the cursor returns to the world. The mode itself is unaffected — the player is still building, just not over anything — and the position the ghost had is not remembered: it is re-derived from wherever the cursor comes back. This applies whenever the cursor points elsewhere, including at the moment a mode is entered, so a mode entered from a build button (REQ-UI-BUILD-BAR) shows its ghost only once the cursor is over the world, while one entered by hotkey (REQ-UI-HOTKEYS) under a cursor already there shows it at once. The one exception is a gesture that holds the mouse button — a belt drag (REQ-BLD-BELT-DRAG) or a selection or deconstruct box (REQ-UI-MULTI-SELECT, REQ-BLD-DECONSTRUCT-BOX) — which goes on following the cursor across the panels and beyond the window until the button is released. The ghost is drawn semi-transparently in the building type's own visuals — its `fill` and `outline` colors and `glyph` from `visuals.toml` — so that different building types are visually distinguishable in builder mode rather than all looking alike. When the current cursor position is invalid, the ghost instead uses the distinct "invalid" color (REQ-BLD-PLACE-VALID), which overrides the per-building coloring.
- REQ-BLD-ROTATE: While in builder mode, pressing Shift+R rotates the ghost 90° clockwise and R rotates it 90° counter-clockwise. Rotation affects the direction of the output port.
- REQ-BLD-PLACE: Clicking a valid tile in builder mode places a construction site and adds it to the build queue, consuming building blocks from the global stock. (For belts, placement is instead deferred to a drag gesture and happens on mouse release — REQ-BLD-BELT-DRAG.)
- REQ-BLD-PLACE-VALID: A placement position is valid only if (a) every footprint cell in the rotated `surface_mask` is satisfied by the underlying terrain — `A` cells coincide with asteroid tiles, `S` cells coincide with space tiles — (b) no footprint cell overlaps an existing placed building or construction site, except as allowed by REQ-BLD-ROTATE-IN-PLACE (builder mode) or REQ-UI-BLUEPRINT-OVERLAP and REQ-UI-BLUEPRINT-TRANSFER (blueprint placement mode), and (c) the player has enough building blocks to afford the building. The ghost (REQ-BLD-GHOST) is rendered in a distinct "invalid" color — overriding its per-building coloring (REQ-BLD-GHOST) — when the current cursor position fails any of these conditions.
@@ -144,15 +144,15 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
- REQ-BLD-DECONSTRUCT: The player can deconstruct a placed factory building. Deconstructing a **fully-built** factory building does not remove it instantly: it is added to the deconstruction queue (REQ-BLD-DECON-QUEUE) and, once its deconstruction completes, `world.toml [world].refund_percentage` percent of the original building block cost (default 75%) is returned to the global stock. Exception: if the building is still in the construction queue (not yet fully built, including the one currently being constructed), it is **not** queued for deconstruction but removed instantly from the construction queue, and the **full** building block cost is refunded immediately. The HQ and player defence stations cannot be deconstructed.
- REQ-BLD-DECON-QUEUE: Fully-built factory buildings marked for demolition (REQ-BLD-DECONSTRUCT) enter a **deconstruction queue** that is processed one building at a time and runs in parallel with the construction queue (REQ-BLD-QUEUE) — the two queues advance independently and simultaneously. Each building takes `world.toml [world].deconstruction_time_seconds` (default 0.1) to deconstruct, the same duration for every building type. When a building's deconstruction completes it is removed from the world and its refund is credited (REQ-BLD-DECONSTRUCT). A building **stops operating the moment it enters the queue**: it runs no production and transports no items, and no longer participates as a live building (its tunnel pairing is re-evaluated as if it were gone, REQ-BLD-TUNNEL-PAIR), but it still physically occupies its tiles until removed, so those tiles stay blocked for placement. A queued building can be taken back out of the deconstruction queue before it is removed (REQ-BLD-DECONSTRUCT-CLICK, REQ-BLD-DECONSTRUCT-BOX) — including the one currently being deconstructed; doing so discards any deconstruction progress, credits no refund, and the building resumes operating (and re-pairs, REQ-BLD-TUNNEL-PAIR). Construction sites never enter the deconstruction queue (REQ-BLD-DECONSTRUCT). Every building in the deconstruction queue is rendered with the deconstruct tint — the `visuals.toml [overlays].deconstruct_tint` color, the same tint applied to a building hovered in deconstruct mode (REQ-UI-DECONSTRUCT-BORDER) — so queued buildings are visually distinct.
- REQ-BLD-DECONSTRUCT-CLICK: While in deconstruct mode (REQ-UI-HOTKEYS, REQ-UI-DECONSTRUCT-BUTTON), left-clicking a placed factory building or construction site in the game world marks it for demolition, following the rules of REQ-BLD-DECONSTRUCT: a fully-built building is added to the deconstruction queue (REQ-BLD-DECON-QUEUE), and a construction site is removed instantly with the full refund. Left-clicking a fully-built building that is **already in the deconstruction queue** instead removes it from the queue (un-queues it, REQ-BLD-DECON-QUEUE), with no refund; repeated clicks on the same building therefore alternate between queueing and un-queueing it. Clicking a building that cannot be deconstructed (the HQ or a player defence station, per REQ-BLD-DECONSTRUCT), or clicking empty world space, has no effect. Deconstruct mode stays active after each action so the player can continue without re-entering the mode; it is exited via the Q toggle (REQ-UI-HOTKEYS) or the Deconstruct button (REQ-UI-DECONSTRUCT-BUTTON).
- REQ-BLD-DECONSTRUCT-BOX: While in deconstruct mode (REQ-UI-HOTKEYS, REQ-UI-DECONSTRUCT-BUTTON), the player can click and drag a selection box in the game world. A selection rectangle is drawn while dragging, using the same box-drag gesture and coverage semantics as the multi-select box (REQ-UI-MULTI-SELECT). On mouse up, following the rules of REQ-BLD-DECONSTRUCT: every construction site covered by the box is removed instantly with the full refund; and among the fully-built deconstructible buildings covered by the box, if **all** of them are already in the deconstruction queue they are all removed from it (un-queued, REQ-BLD-DECON-QUEUE), otherwise every covered building not yet in the queue is added to the deconstruction queue (already-queued ones stay). Buildings that cannot be deconstructed (the HQ and player defence stations, per REQ-BLD-DECONSTRUCT) are excluded from the box demolition; ships and defence stations are never affected.
- REQ-BLD-DECONSTRUCT-BOX: While in deconstruct mode (REQ-UI-HOTKEYS, REQ-UI-DECONSTRUCT-BUTTON), the player can click and drag a selection box in the game world. A selection rectangle is drawn while dragging, using the same box-drag gesture and coverage semantics as the multi-select box (REQ-UI-MULTI-SELECT), but drawn in the deconstruct color rather than the ordinary selection color (REQ-UI-MULTI-SELECT, Rectangle color). On mouse up, following the rules of REQ-BLD-DECONSTRUCT: every construction site covered by the box is removed instantly with the full refund; and among the fully-built deconstructible buildings covered by the box, if **all** of them are already in the deconstruction queue they are all removed from it (un-queued, REQ-BLD-DECON-QUEUE), otherwise every covered building not yet in the queue is added to the deconstruction queue (already-queued ones stay). Buildings that cannot be deconstructed (the HQ and player defence stations, per REQ-BLD-DECONSTRUCT) are excluded from the box demolition; ships and defence stations are never affected.
- REQ-BLD-SITE-CONFIG: A construction site — a building that has been placed but is still queued or under construction (REQ-BLD-QUEUE) — can be selected and configured exactly like the equivalent operational building, before it finishes building. Whatever configuration the building type supports is available on the site: the recipe for a Miner, Assembler, Smelter or Reprocessing Plant (REQ-UI-SELECT-BUTTON, REQ-BLD-AUTO-RECIPE), the produced-ship schematic and its module layout for a Shipyard (REQ-UI-SELECT-BUTTON, REQ-MOD-UI-PREVIEW, REQ-MOD-UI-DIALOG), and the output filters for a Splitter (REQ-BLD-SPLITTER) — all set through the same selection panel controls (REQ-UI-CONFIG-INLINE). Only currently unlocked recipes and schematics are offered, exactly as for operational buildings (REQ-LOCK-UI-RECIPE, REQ-LOCK-UI-SCHEMATIC, REQ-LOCK-UI-SPLITTER). The configuration is stored on the construction site and carries over unchanged when construction completes, so the building becomes operational already configured. A construction site has no input/output buffers and runs no production cycle, so the buffer and production-progress portions of the panel (REQ-UI-SINGLE-SELECTION, REQ-UI-PRODUCTION-PROGRESS) are not shown for it; only its construction progress (REQ-UI-CONSTRUCTION-PROGRESS) and its configuration controls appear. (Blueprint placement already applies a stored recipe or schematic to a construction site on placement per REQ-UI-BLUEPRINT-PLACE; this requirement additionally lets the player set or change that configuration directly on an existing site.)
## Building Types
- REQ-BLD-MINER: **Miner** (2×2): The player selects which ore type it extracts. Each ore type corresponds to a `recipes.toml [[recipe]]` entry with `building = "miner"`, defining the output item and `duration_seconds`. Every asteroid tile is equivalent for mining — any miner can produce any ore type based solely on its selected recipe. Ore never depletes. Only implicitly unlocked ore-type recipes are available for selection (REQ-LOCK-UI-RECIPE).
- REQ-BLD-SMELTER: **Smelter** (2×2): Converts ore or scrap into basic materials. Its recipe is selected as any other building's is, except that it also picks one for itself from the first material it is offered (REQ-BLD-AUTO-RECIPE). Inputs, outputs, and rates are defined in `recipes.toml [[recipe]]` entries with `building = "smelter"`.
- REQ-BLD-ASSEMBLER: **Assembler** (3×3): The player selects a recipe from the config-defined crafting tree. Produces the selected output item at the rate defined in the corresponding `recipes.toml [[recipe]]` entry with `building = "assembler"`. Only implicitly unlocked recipes are available for selection (REQ-LOCK-UI-RECIPE).
- REQ-BLD-REPROCESSING: **Reprocessing Plant** (3×3): Consumes scrap per cycle and produces exactly one **kind** of higher-level intermediate product per cycle via weighted random pick, in that output's configured amount (which may be more than one item). The input quantity, possible output items, per-output weights, and amounts are defined in `recipes.toml [[recipe]]` entries with `building = "reprocessing_plant"` (`inputs`, `outputs[].item`, `outputs[].amount`, `outputs[].weight`). Weights are normalized at load time; their sum does not need to equal 1. The output is rolled at cycle start (see REQ-MAT-CYCLE); the pool of eligible outputs is restricted to implicitly unlocked item types (REQ-LOCK-REPROCESSING-POOL). Its output side follows the general rules with no exception: one buffer per possible output item (REQ-MAT-OUTPUT-BUFFER), and a cycle starts only when every possible roll would fit (REQ-MAT-CYCLE) — which is also what denies the player a reroll by stalling the output belt. Like the Smelter it picks its recipe from the first material it is offered while none is set (REQ-BLD-AUTO-RECIPE).
- REQ-BLD-ASSEMBLER: **Assembler** (3×3): The player selects a recipe from the config-defined crafting tree. Produces what that recipe produces (REQ-MAT-OUTPUT-GROUP) at the rate defined in the corresponding `recipes.toml [[recipe]]` entry with `building = "assembler"`. Only implicitly unlocked recipes are available for selection (REQ-LOCK-UI-RECIPE).
- REQ-BLD-REPROCESSING: **Reprocessing Plant** (3×3): Consumes scrap and returns a higher-tier material chosen by chance, as the value-preserving counterpart to smelting scrap down (REQ-BLD-SMELTER) and the only source of voidsteel. Its inputs, output groups and weights are ordinary recipe config (REQ-MAT-OUTPUT-GROUP) with `building = "reprocessing_plant"`; nothing about its behaviour is specific to the building. Reprocessing recipes take no part in the implicit unlock traversal (REQ-LOCK-IMPLICIT), so what it can yield is governed by REQ-LOCK-OUTPUT-POOL alone.
- REQ-BLD-AUTO-RECIPE: **Automatic recipe selection.** The Smelter and the Reprocessing Plant (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) are *auto-recipe buildings*. They carry a selected recipe and are configured exactly as a Miner or Assembler is — the same selection button and dialog (REQ-UI-SELECT-BUTTON), buffers sized for that one recipe alone (REQ-MAT-INPUT-BUFFER, REQ-MAT-OUTPUT-BUFFER), and the same pre-configuration on a construction site (REQ-BLD-SITE-CONFIG). They differ in one respect only:
- **Selection while none is set.** When such a building has no recipe, the first material offered at any of its input ports that some recipe of its type consumes selects that recipe; the material is then accepted as normal. This holds for every intake path — a belt, splitter or tunnel exit at an input port, and a directly coupled producer (REQ-MAT-DIRECT-COUPLE) — because a building that accepts nothing would otherwise leave a coupled producer stuck at its port forever. The choice is deterministic: input ports are examined in order, and where several recipes of the type consume the offered material the first in config order wins.
- **No further switching.** Once a recipe is set the building keeps it. It does not switch when its buffers run empty, nor when a material belonging to another of its recipes arrives — that material is simply not an accepted input, exactly as for any other building.
@@ -202,8 +202,13 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
- REQ-MAT-ACCEPT-DIR: A transport tile (belt, splitter, tunnel entry, or tunnel exit) accepts an incoming item only through a non-output edge; an item that would enter through one of the tile's output edges is refused. For a belt or a tunnel entry/exit the sole output edge is the one in its facing direction; for a splitter either of its two output directions is an output edge. This applies both to items pushed from an adjacent transport tile and to items deposited by a building's output port (REQ-MAT-OUTPUT-PORT).
- REQ-MAT-INPUT-BUFFER: Each building has one input buffer per required input material. Each per-material buffer holds up to twice that material's per-cycle requirement. When the player selects a new recipe or schematic, all items in all input buffers are cleared.
- **Setting a configuration to the value it already holds is a no-op.** Selecting the recipe or schematic already set, or applying a ship layout identical to the one already configured, changes nothing: buffers are not cleared, an in-progress production cycle is not cancelled (REQ-BLD-SHIPYARD), and a construction site's progress and stored settings are untouched. This holds however the setting is applied — through the selection dialog (REQ-UI-SELECT-BUTTON), the layout configuration dialog (REQ-MOD-UI-DIALOG), a blueprint placement (REQ-UI-BLUEPRINT-PLACE), or a blueprint configuration transfer (REQ-UI-BLUEPRINT-TRANSFER). Only a setting that genuinely differs has effects.
- REQ-MAT-OUTPUT-BUFFER: Each building has **one output buffer per item its recipe can produce** — each output of a deterministic recipe, and every possible roll of a probabilistic one (REQ-BLD-REPROCESSING). Each per-material buffer holds up to twice that item's per-cycle amount, mirroring the input side (REQ-MAT-INPUT-BUFFER); a buffer's contents never occupy another item's capacity. An emerging item still occupies its buffer for the whole animation (REQ-MAT-OUTPUT-EMERGE). Whether a buffer without room stops production is decided by REQ-MAT-CYCLE. When the player selects a new recipe or schematic, all items in all output buffers are cleared (relevant when the adjacent belt is jammed and items have accumulated). Re-applying a setting the building already has clears nothing, per REQ-MAT-INPUT-BUFFER. Two buildings stand outside this rule: the Shipyard has no output buffer at all, since it spawns a ship rather than producing items (REQ-BLD-SHIPYARD), and the Salvage Bay has no recipe, so its single scrap buffer is sized by config instead (REQ-BLD-SALVAGE-BAY).
- REQ-MAT-CYCLE: Production cycle lifecycle. When a building is idle, it attempts to start a new cycle: (a) all required inputs must be present in the per-material input buffers, and (b) **every** output the cycle could produce must fit in that item's own output buffer (REQ-MAT-OUTPUT-BUFFER). For a deterministic recipe (b) is simply its own outputs. The Reprocessing Plant rolls its output at cycle start (weighted pick, REQ-BLD-REPROCESSING), so every possible roll must fit: the roll is committed the moment the cycle begins, and a cycle whose result could not be stored must not be started at all. Testing every possibility rather than the rolled one is what keeps a stalled output belt from biasing the distribution — with one item type's buffer full the plant stops entirely instead of going on producing only the others. On cycle start, inputs are consumed immediately and the production timer begins. On cycle completion, the (already-decided) output is deposited into its output buffer and the building returns to idle.
- REQ-MAT-OUTPUT-GROUP: **What a recipe produces.** A recipe's output is defined as one or more **output groups**, each carrying a probability weight and a list of item/amount pairs. One cycle produces the items of exactly **one** group, decided at cycle start (REQ-MAT-CYCLE); the items within that group are all produced together.
- A recipe with a **single group** always produces it. There is nothing to choose, so no weight is consulted, no randomness is involved, and no eligibility is tested (REQ-LOCK-OUTPUT-POOL). This is the ordinary recipe, and the shape of all but the reprocessing ones.
- A recipe with **several groups** picks one by weight at cycle start. Weights are normalized at load time; their sum does not need to equal 1.
- There is no separate deterministic and probabilistic kind of recipe: the two are one shape with one group and with several. Every rule about outputs is written over groups, so none of them needs to distinguish the two cases — or which building runs the recipe.
- **Config shape.** A group is a `[[recipe.output_group]]` entry with `probability` and `items = [{item, amount}, ...]`. The single-group case may instead be written as `outputs = [{item, amount}, ...]`, which means exactly one group holding those items. A recipe uses one form or the other; both present fails config load.
- REQ-MAT-OUTPUT-BUFFER: Each building has **one output buffer per item its recipe can produce** — every item of every one of its output groups (REQ-MAT-OUTPUT-GROUP). Each per-material buffer holds up to twice that item's per-cycle amount, meaning the largest total any single group produces of it, mirroring the input side (REQ-MAT-INPUT-BUFFER); a buffer's contents never occupy another item's capacity. An emerging item still occupies its buffer for the whole animation (REQ-MAT-OUTPUT-EMERGE). Whether a buffer without room stops production is decided by REQ-MAT-CYCLE. When the player selects a new recipe or schematic, all items in all output buffers are cleared (relevant when the adjacent belt is jammed and items have accumulated). Re-applying a setting the building already has clears nothing, per REQ-MAT-INPUT-BUFFER. Two buildings stand outside this rule: the Shipyard has no output buffer at all, since it spawns a ship rather than producing items (REQ-BLD-SHIPYARD), and the Salvage Bay has no recipe, so its single scrap buffer is sized by config instead (REQ-BLD-SALVAGE-BAY).
- REQ-MAT-CYCLE: Production cycle lifecycle. When a building is idle, it attempts to start a new cycle: (a) all required inputs must be present in the per-material input buffers, and (b) **every one** of the recipe's output groups must fit — for each group, the items it would produce must fit in their own output buffers (REQ-MAT-OUTPUT-GROUP, REQ-MAT-OUTPUT-BUFFER). With a single group (b) is simply that group. With several it means every possible outcome, tested **before** one is picked: the pick is committed the moment the cycle begins, and a cycle whose result could not be stored must not be started at all. Testing every outcome rather than the picked one is what keeps a stalled output belt from biasing the distribution — with one item type's buffer full the building stops entirely instead of going on producing only the others. On cycle start the group is picked (by weight where there is more than one, REQ-MAT-OUTPUT-GROUP), inputs are consumed immediately, and the production timer begins. On cycle completion the (already-decided) items are deposited into their output buffers and the building returns to idle.
- REQ-MAT-GLOBAL-STOCK: The building blocks stock is the only global inventory. All other materials exist only in building buffers or on belt tiles.
## Resources
@@ -268,9 +273,9 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
### Module Placement
- REQ-MOD-PLACEMENT: In the layout configuration dialog (REQ-MOD-UI-DIALOG), the player places modules onto the ship's layout grid. Clicking a module button in the module selection grid enters module placement mode for that module type. While in placement mode, a ghost of the module's surface mask is rendered at the cell under the cursor. Clicking a valid position places one instance of the module. A position is valid if every `O` cell in the module's (rotated) surface mask coincides with an unoccupied buildable cell of the ship's layout. The player may place unlimited instances of the same module type.
- REQ-MOD-PLACEMENT: In the layout configuration dialog (REQ-MOD-UI-DIALOG), the player places modules onto the ship's layout grid. Clicking a module button in the module selection grid enters module placement mode for that module type. While in placement mode, a ghost of the module's surface mask is rendered at the cell under the cursor. Clicking a valid position places one instance of the module. A position is valid if every `O` cell in the module's (rotated) surface mask coincides with an unoccupied buildable cell of the ship's layout. The player may place unlimited instances of the same module type. Placement mode is left by pressing Q, which clears the selected module before it reaches the dialog itself (REQ-UI-DIALOG-DISMISS), and by the existing gestures: clicking the same module button again, picking another module, or entering remove mode (REQ-MOD-REMOVE).
- REQ-MOD-ROTATION: While in module placement mode, pressing R rotates the module ghost 90° counter-clockwise and Shift+R rotates it 90° clockwise. Rotation transforms the surface mask grid identically to building rotation (REQ-BLD-ROTATE).
- REQ-MOD-REMOVE: The module selection grid includes a "Remove" button. Clicking it enters remove mode. In remove mode, clicking on a cell occupied by a placed module removes that entire module instance from the layout. Remove mode is exited by clicking the Remove button again or by selecting a module for placement.
- REQ-MOD-REMOVE: The module selection grid includes a "Remove" button. Clicking it enters remove mode. In remove mode, clicking on a cell occupied by a placed module removes that entire module instance from the layout. Remove mode is exited by clicking the Remove button again, by selecting a module for placement, or by pressing Q, which leaves the mode before it reaches the dialog itself (REQ-UI-DIALOG-DISMISS).
### Module Effects
@@ -285,7 +290,7 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
- **Miner recipe**: `duration_seconds / output_amount`, where `output_amount` is the number of units produced per cycle.
- **Smelter recipe**: `(duration_seconds + Σ (input_threat × input_amount)) / output_amount`, where the sum is over all inputs.
- **Assembler recipe**: `(duration_seconds + Σ (input_threat × input_amount)) / output_amount`, where the sum is over all inputs.
- **Reprocessing-only item** (an item type that has no miner, smelter, or assembler recipe producing it, and is only obtainable via reprocessing): `(scrap_threat × scrap_per_cycle + duration_seconds) / probability`, where `scrap_threat` is the threat value of scrap (see REQ-THREAT-SCRAP), `scrap_per_cycle` is the number of scrap consumed per reprocessing cycle, `duration_seconds` is the reprocessing cycle time, and `probability` is the normalized weight of that item in the reprocessing output pool. (Reprocessing output amounts are 1 in practice, so per-unit division is already implicit in the formula.)
- **Item from a recipe that picks between output groups** (an item type produced by no single-group recipe, and so obtainable only where a cycle picks one outcome of several — REQ-MAT-OUTPUT-GROUP): `(scrap_threat × scrap_per_cycle + duration_seconds) / probability / output_amount`, where `scrap_threat` is the threat value of scrap (see REQ-THREAT-SCRAP), `scrap_per_cycle` is the scrap consumed per cycle, `duration_seconds` is the cycle time, `probability` is the group's normalized weight, and `output_amount` is how many units of the item that group yields. The cycle's cost is divided by the odds of getting the group at all, and then by how many units it yields, so the value is per unit as everywhere else in this requirement.
- **Multiple recipes**: if an item type can be produced by more than one non-reprocessing recipe (miner, smelter, or assembler), its threat value is the **maximum** across **all** such eligible recipes, and the threat is committed only once every eligible recipe is computable (so a shallow shortcut recipe that resolves earlier than a deeper base recipe cannot lower the item's threat). The reprocessing path is only used when no other recipe exists. If recipe cycles prevent full resolution, the max over the currently computable subset is used as a fallback.
- **Scrap-consuming recipe fallback**: a non-reprocessing recipe that takes `scrap` as an input participates in an item's threat computation only if no scrap-free recipe (miner, smelter, or assembler) produces that item. This mirrors the reprocessing fallback rule and prevents the scrap-to-ingot smelter recipe from inflating basic material threats via the max rule.
@@ -316,11 +321,11 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
- **Left** (below the grid): The ship stats panel (see REQ-MOD-UI-STATS-PANEL), and beneath it the layout's **build cost**, so the price of a configuration is visible while it is being assembled rather than only once it has been confirmed: the total materials required for the ship — the union of the schematic's base materials and those of every placed module, summed per item type (REQ-MOD-MATERIALS) — drawn as item icons on their colored squares with their amounts (REQ-UI-ITEM-ICON), and beside them the total production time (REQ-MOD-PRODUCTION-TIME). Both update in real time as modules are placed and removed. The cost sits beside the stats panel rather than within it because a build cost belongs to a ship being configured: the same panel serves an existing ship (REQ-UI-SHIP-STATS-PANEL) and the balancing tool, neither of which costs anything.
- **Center** (below the grid): A grid of module selection buttons (one per **unlocked** module type; see REQ-DEF-SCHEMATIC-DROP) plus a "Remove" button. A module button shows the module's name — its `id` under the usual display convention — on its first line, and beneath it what the module costs: the icons of its `materials` items on their colored squares with their amounts (REQ-UI-ITEM-ICON) and the production time it adds, as `+<n> s` (REQ-MOD-MATERIALS, REQ-MOD-PRODUCTION-TIME). This is the same form a recipe option button uses to state what it makes (REQ-UI-SELECT-OPTIONS), and it puts the price of a module in front of the player before it is placed. The "Remove" button costs nothing and shows its caption alone.
- **Right** (below the grid): The layout blueprint panel (see REQ-MOD-UI-BLUEPRINT-PANEL through REQ-MOD-UI-BLUEPRINT-FILE-LOAD).
- **Bottom**: A "Confirm" button and a "Cancel" button. Cancel discards all changes made in this dialog session and closes the dialog. Confirm applies the changes: the shipyard's configured layout is updated, the required materials and cycle time displayed in the selection panel are recalculated, and the ship layout preview is refreshed.
- **Bottom**: A "Confirm" button and a "Cancel" button. Cancel discards all changes made in this dialog session and closes the dialog; Q is a second way to reach it, once nothing is left to back out of within the dialog (REQ-UI-DIALOG-DISMISS). Confirm applies the changes: the shipyard's configured layout is updated, the required materials and cycle time displayed in the selection panel are recalculated, and the ship layout preview is refreshed.
- REQ-MOD-UI-EMPTY-PULSE: While a module is selected for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG), the empty buildable cells of the layout grid pulse smoothly around their normal fill shade, oscillating between a slightly darker and a slightly brighter shade at approximately 1 Hz (one full cycle per second), to draw the player's attention to where the module can be placed. All empty buildable cells pulse in phase. When no module is selected for placement (including remove mode), empty buildable cells render at their normal static shade. Non-buildable cells and cells occupied by a placed module do not pulse.
- REQ-MOD-UI-AUTO-DIALOG: When the player selects a schematic for a shipyard (operational building or construction site) through the schematic selection dialog (REQ-UI-SELECT-BUTTON), and the chosen schematic **differs** from the shipyard's current schematic, the layout configuration dialog (REQ-MOD-UI-DIALOG) opens automatically and immediately once the selection dialog closes — exactly as if the player had then clicked "Configure". Re-selecting the schematic already set does not reopen the dialog. This auto-open applies only to the manual schematic selection dialog; a schematic applied by blueprint placement (REQ-UI-BLUEPRINT-PLACE) does **not** auto-open the dialog. The player may still cancel the auto-opened dialog (REQ-MOD-UI-DIALOG), which leaves the newly selected schematic in place with its default empty layout; the "Configure" button (REQ-MOD-UI-PREVIEW) remains available to open the dialog again later.
- REQ-MOD-UI-AUTO-DIALOG: When the player selects a schematic for a shipyard (operational building or construction site) through the schematic selection dialog (REQ-UI-SELECT-BUTTON), and the chosen schematic **differs** from the shipyard's current schematic, the layout configuration dialog (REQ-MOD-UI-DIALOG) opens automatically and immediately once the selection dialog closes — exactly as if the player had then clicked "Configure". Re-selecting the schematic already set does not reopen the dialog. Neither does **clearing** the shipyard: the `(None)` option (REQ-UI-SELECT-OPTIONS) differs from whatever was set, but it names no schematic and leaves nothing to configure, so no dialog opens — the same condition under which the "Configure" button is disabled (REQ-MOD-UI-PREVIEW). This auto-open applies only to the manual schematic selection dialog; a schematic applied by blueprint placement (REQ-UI-BLUEPRINT-PLACE) does **not** auto-open the dialog. The player may still cancel the auto-opened dialog (REQ-MOD-UI-DIALOG), which leaves the newly selected schematic in place with its default empty layout; the "Configure" button (REQ-MOD-UI-PREVIEW) remains available to open the dialog again later.
- REQ-MOD-UI-MODULE-TOOLTIP: Each module selection button in the layout configuration dialog (REQ-MOD-UI-DIALOG) shows a hover tooltip with the descriptive text defined for that module type in `modules.toml` (the optional per-module tooltip field). If a module type defines no tooltip text, its button shows no tooltip. The "Remove" button is not a module type and has no config-defined tooltip.
@@ -378,6 +383,8 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
Each recipe is shown as a **recipe line** of the same two-row card the item production tooltip uses (REQ-UI-ITEM-TOOLTIP): the icon of the building that runs it (REQ-UI-BUILD-ICON) and the recipe's name — by its `id`, using the same display convention as the assembler recipe-selection dialog — on the first row, and the recipe drawn as the recipe summary draws it (REQ-UI-RECIPE-SUMMARY) on the second. The lines are sorted alphabetically by recipe name. The line says everything there is to say about the recipe, so nothing in this list carries a tooltip, as in the selection dialog (REQ-UI-SELECT-OPTIONS). If no recipes would be newly unlocked, the list shows "None".
**The dialog cannot be dismissed.** Clicking an option is the only thing that closes it: it has no close button, no Cancel, and neither Escape nor Q dismisses it (REQ-UI-DIALOG-DISMISS). The drop is a reward the player has earned by destroying the station set, and every way out of the dialog would have to either forfeit it or pick an option the player did not — so there is no way out but choosing. The dialog is modal and the game is paused meanwhile, so nothing is waiting on the decision.
The player selects one option by clicking it. If the player selects the artifact option, the player's artifact count is incremented by 1 (REQ-WIN-ARTIFACT-COUNT) and the dialog closes; no unlock is applied. Otherwise the selected unlock group is awarded and the dialog closes: every ship, module, building, and assembler recipe the group grants becomes unlocked at once — ship schematics unlock the corresponding shipyard selection; module schematics unlock the module type for placement in the layout configuration dialog (REQ-MOD-UI-DIALOG); building types become available in the build menu (REQ-LOCK-BUILDING); assembler recipes become available in the assembler recipe-selection dialog (subject to REQ-LOCK-UI-RECIPE). The unlock group is removed from the pool permanently (REQ-LOCK-EXPLICIT), and the implicit unlock set is recomputed (REQ-LOCK-IMPLICIT).
## Progression & Locking
@@ -387,12 +394,14 @@ Any ship, module, building, or assembler recipe id that appears in no unlock gro
- REQ-LOCK-PREREQ: An unlock group may optionally define `requires` — a list of prerequisite **unlock-group ids** that must already have been awarded before this group may enter the drop pool. A prerequisite is **satisfied** only when the unlock group it names has been awarded (REQ-LOCK-EXPLICIT). This check is applied in addition to the conditions in REQ-DEF-SCHEMATIC-DROP: a group enters the eligible pool only when its `station_level` condition is met, it has not yet been awarded, and every id in its `requires` is satisfied. `requires` defaults to empty (no prerequisites). The check is re-evaluated against the current set of awarded unlock groups every time a drop pool is built (after each REQ-DEF-SCHEMATIC-DROP and on Restart per REQ-CFG-RELOAD), so a gated group becomes eligible in the first drop after its last prerequisite is awarded. Every id listed in any `requires` must resolve to an unlock group defined in `unlocks.toml`; an id that names no such group is a configuration error that fails config load with a descriptive message (config is loaded at startup and reloaded on Restart, REQ-CFG-RELOAD). An unlock group that lists itself, or a cycle of mutually dependent prerequisites, is not a load error but can never become eligible, since no group in the cycle can be the first to be awarded.
- REQ-LOCK-IMPLICIT: Item types and miner/assembler recipes are **implicitly** unlocked or locked based on the current set of unlocked ship, module, and assembler recipe schematics. The implicit unlock set is recomputed whenever any schematic changes lock state (on Restart or after REQ-DEF-SCHEMATIC-DROP). Computation:
1. Start with the union of: (a) all item types listed in `materials` across all currently unlocked ship schematics and all currently unlocked module schematics, and (b) the output item type of every assembler recipe that is currently **explicitly available** — that is, either flagged `unlocked_at_start` in `recipes.toml`, or granted by an unlock group that has been awarded (REQ-LOCK-EXPLICIT).
1. Start with the union of: (a) all item types listed in `materials` across all currently unlocked ship schematics and all currently unlocked module schematics, and (b) the output item types of every assembler recipe that is currently **explicitly available** — that is, either flagged `unlocked_at_start` in `recipes.toml`, or granted by an unlock group that has been awarded (REQ-LOCK-EXPLICIT).
2. For each item type in the current set: for every recipe (miner, smelter, or assembler) that produces it — skipping any assembler recipe that is granted by an unlock group whose group has not yet been awarded — add each of that recipe's input item types to the set. If the recipe is a miner recipe, or an assembler recipe that is not granted by any unlock group, mark it as implicitly unlocked. Assembler recipes that are explicitly available (flagged `unlocked_at_start`, or granted by an awarded unlock group) are available in the assembler recipe-selection dialog by virtue of REQ-LOCK-EXPLICIT; their inputs are also added to the implicit set in this step.
3. Repeat step 2 until no new item types are added.
Item types and miner/assembler recipes not reached by this process (and not explicitly unlocked) are locked. Smelter recipes participate in the traversal to propagate unlocking to their inputs but are never themselves shown in any UI dropdown.
Item types and miner/assembler recipes not reached by this process (and not explicitly unlocked) are locked. Smelter recipes participate in the traversal to propagate unlocking to their inputs but are never themselves gated by it: they are not granted by unlock groups either (REQ-LOCK-EXPLICIT), so a Smelter's dialog offers all of them once the building is unlocked (REQ-LOCK-UI-RECIPE, REQ-BLD-AUTO-RECIPE).
- REQ-LOCK-REPROCESSING-POOL: The pool of possible outputs for a Reprocessing Plant cycle (REQ-BLD-REPROCESSING) is restricted to item types that are currently implicitly unlocked (REQ-LOCK-IMPLICIT). Weights are renormalized over the eligible outputs. If no eligible outputs remain, the Reprocessing Plant cannot start a production cycle.
- REQ-LOCK-OUTPUT-POOL: **The choice between output groups is restricted to what the player can use.** Where a recipe has several output groups (REQ-MAT-OUTPUT-GROUP), only groups whose items are **all** currently implicitly unlocked (REQ-LOCK-IMPLICIT) are eligible; a group holding any locked item is dropped whole, since its items are produced together and taking it would hand the player a locked one. Weights are renormalized over the eligible groups, and if none remains the cycle cannot start.
The restriction is on the **choice**, not on production: a recipe with a single group has no choice to restrict and is never tested for eligibility. This distinction is load-bearing rather than an optimization. Implicit unlocking is derived from demand — an item becomes unlocked because something the player can build needs it (REQ-LOCK-IMPLICIT) — so an ordinary recipe's output can be perfectly producible while nothing yet calls for it. Testing eligibility there would not gate a drop, it would stop the building producing at all. In practice this governs the Reprocessing Plant, the only building whose recipes have several groups (REQ-BLD-REPROCESSING).
- REQ-LOCK-UI-RECIPE: Locked miner ore-type recipes and assembler recipes are not shown in their respective recipe-selection dialogs (REQ-UI-SELECT-BUTTON). Smelter and Reprocessing Plant recipes are never granted by an unlock group (REQ-LOCK-EXPLICIT restricts `recipes` grants to assembler recipes), so they are available from the start and their dialogs list them all; what gates them in practice is whether the building itself is unlocked (REQ-LOCK-BUILDING).
@@ -458,19 +467,19 @@ The screen is a single column: a header bar across the top and the game world vi
- REQ-UI-DECONSTRUCT-BORDER: While deconstruct mode is active (REQ-UI-DECONSTRUCT-BUTTON, REQ-UI-HOTKEYS), a vignette border is drawn around the edges of the game world view to signal the mode, matching the geometry of the paused-state vignette (REQ-UI-PAUSE-BORDER): a 100-pixel thickness (capped at half the smaller viewport dimension on very small views) with the four sides meeting along mitred corner diagonals. It fades in the alpha channel from fully transparent at its inner (center-facing) edge to the deconstruct tint color at the viewport edge. The color — including its alpha, which sets the peak opacity at the viewport edge — is read from `visuals.toml [overlays].deconstruct_tint`, the same deconstruct-mode color used for the hover tint. The border is presentation-only and has no effect on the simulation. If the game is both paused and in deconstruct mode, both vignettes are drawn and compose over each other.
- REQ-UI-EXPAND-BUTTON: The header bar shows an asteroid expansion button captioned `Expand: <x>` followed by the `building_block` item icon (REQ-UI-BLOCKS-ICON, REQ-UI-ITEM-ICON) in place of the trailing `Blocks` word, where `<x>` is the current expansion cost computed from `world.toml [expansion].cost_building_blocks_formula` at the current number of purchased expansions (REQ-EXP-COST). When no icon file exists for `building_block`, the caption falls back to the `Expand: <x> Blocks` text. Clicking the button unlocks the next asteroid expansion (REQ-EXP-UNLOCK, REQ-GW-ASTEROID-EXPAND), spending that many building blocks from the global stock. The button is disabled when the player cannot currently afford the cost (consistent with REQ-UI-BUILD-DISABLED). The caption updates as the cost changes with each purchased expansion.
- REQ-UI-WORLD-SIZE: The game world view occupies the full width of the game window and the full height below the header bar. No widget insets it: the build button bar (REQ-UI-BUILD-BAR), the selection panel (REQ-UI-SELECTION-PANEL), and the controls panel (REQ-UI-CONTROLS-PANEL) float over it.
- REQ-UI-SELECTION-PANEL: The **selection panel** (the panel described under Selection Panel, REQ-UI-SINGLE-SELECTION and following) is a widget that **floats over the game world view** (REQ-UI-WORLD-SIZE), placed **beside the objects it describes** rather than at a fixed corner of the view, so it appears where the player is already looking. It is **sized to its content in both width and height**, so it grows and shrinks as the content changes. It keeps the same small margin from the view's edges that it uses as its gap from the selection.
- REQ-UI-SELECTION-PANEL: The **selection panel** (the panel described under Selection Panel, REQ-UI-SINGLE-SELECTION and following) is a widget that **floats over the game world view** (REQ-UI-WORLD-SIZE), placed **beside the objects it describes** rather than at a fixed corner of the view, so it appears where the player is already looking. It is **sized to its content in both width and height**, so it grows and shrinks as the content changes. Two distances shape its placement, and they are deliberately different: a small **edge margin** it keeps from the view's edges and from the widgets it steps around, and a larger **selection gap** of half a tile (REQ-GW-TILE-SIZE) it keeps from the selection itself, so the panel stands clear of the objects it describes instead of touching them. The selection gap applies **horizontally only**, on the side facing the selection; vertically the panel stays level with the selection (see **Vertical placement**).
- **Anchor rectangle.** The panel is placed against the screen rectangle of the selection **at the moment that selection started**: the footprint of the single object selected (a building or construction site, an actor, or a piece of debris), or, when the selection started as a multi-selection (REQ-UI-MULTI-SELECT), the bounding box of all the objects it started with.
- **Side.** The panel goes to the **right** of the anchor rectangle, separated from it by the panel's margin, whenever it fits within the view there. Otherwise it goes to the **left** of the anchor rectangle by that same margin. When it fits on neither side — a bounding box spanning most of the view, or an object too close to an edge — it is placed on whichever side leaves more room and then pushed inside the view. That is the one case in which the panel covers part of the selection.
- **Vertical placement.** The panel's **top edge is aligned with the anchor rectangle's top edge** and it extends downward. Its bottom is limited by the lowest of: the view's bottom edge less the panel's margin; and the top edge, less that margin, of the build button bar (REQ-UI-BUILD-BAR) or the controls panel (REQ-UI-CONTROLS-PANEL) — but each of those two only where the panel's own horizontal extent actually overlaps that widget's current rectangle, so a panel whose column misses them is not shortened by them. Should the panel not fit above that limit, it is shifted up, as far as the view's top margin and no further; if it still does not fit, its height is capped at the space available there and the content scrolls vertically within it.
- **Fixed for the life of the selection.** The anchor rectangle and the side are determined once, when the selection starts, and are not revisited while that selection lasts; the panel's own size is the only thing that may still move it (see **Resizing in place** below). The player may override the resulting position by dragging the panel's header (REQ-UI-SELECTION-PANEL-DRAG); the dragged position then takes the anchor rectangle's and the side's place for the rest of that selection. The panel **keeps its place on the screen** when the player scrolls the view (REQ-UI-SCROLL) and when a selected object moves under it (a selected ship flying away), rather than following the object — which may leave it beside nothing, or beside an object that has left the view entirely. It likewise does not move when the selection is **expanded** by adding objects or reduced by removing them (REQ-UI-MULTI-SELECT), nor when a selected object is destroyed or deconstructed. Starting a **new** selection — clicking a different object, or a box drag that replaces the selection — places the panel anew against the new anchor rectangle.
- **Resizing in place.** Only the anchor rectangle and the chosen side are fixed for the life of the selection (or, once the panel has been dragged, the dragged desired position — REQ-UI-SELECTION-PANEL-DRAG); the panel's geometry is **re-solved from them** whenever its content size changes (a section appearing or disappearing as the selection's state changes), the view is resized, or the build button bar's or controls panel's rectangle changes. Re-solving keeps the two edges the panel was placed by — its top edge, and the edge facing the anchor rectangle (its left edge when it sits to the right of the selection, its right edge when it sits to the left) — so the panel grows away from the selection rather than over it, and it never switches sides for as long as the selection lasts. What re-solving may change is the vertical result: growth that would take the panel outside the view or into either of those two widgets is resolved as in **Vertical placement** above, by shifting it up and capping its height, and a panel that shrinks again regains the room.
- **Side.** The panel goes to the **right** of the anchor rectangle, separated from it by the selection gap, whenever it fits within the view there. Otherwise it goes to the **left** of the anchor rectangle by that same gap. The room a side offers is measured accordingly: from the anchor rectangle's edge to the view's edge, less the selection gap and less the edge margin. When it fits on neither side — a bounding box spanning most of the view, or an object too close to an edge — it is placed on whichever side leaves more room and then pushed inside the view. That is the one case in which the panel covers part of the selection.
- **Vertical placement.** The panel's **top edge is aligned with the anchor rectangle's top edge** and it extends downward. The selection gap plays no part here: the panel's top sits level with the top of the topmost object it describes, the gap separating the two horizontally alone. Its bottom is limited by the lowest of: the view's bottom edge less the edge margin; and the top edge, less that same margin, of the build button bar (REQ-UI-BUILD-BAR) or the controls panel (REQ-UI-CONTROLS-PANEL) — but each of those two only where the panel's own horizontal extent actually overlaps that widget's current rectangle, so a panel whose column misses them is not shortened by them. Should the panel not fit above that limit, it is shifted up, as far as the edge margin at the view's top and no further; if it still does not fit, its height is capped at the space available there and the content scrolls vertically within it.
- **Fixed for the life of the selection.** The anchor rectangle, the selection gap, and the side are determined once, when the selection starts, and are not revisited while that selection lasts; the panel's own size is the only thing that may still move it (see **Resizing in place** below). The gap is therefore half a tile as the tile stood in that moment, and a view resize that changes the tile size (REQ-GW-TILE-SIZE) does not change it: the anchor rectangle it is measured from is a screen rectangle frozen in the same moment, and re-measuring one against a later tile size than the other has no meaning. The player may override the resulting position by dragging the panel's header (REQ-UI-SELECTION-PANEL-DRAG); the dragged position then takes the anchor rectangle's and the side's place for the rest of that selection. The panel **keeps its place on the screen** when the player scrolls the view (REQ-UI-SCROLL) and when a selected object moves under it (a selected ship flying away), rather than following the object — which may leave it beside nothing, or beside an object that has left the view entirely. It likewise does not move when the selection is **expanded** by adding objects or reduced by removing them (REQ-UI-MULTI-SELECT), nor when a selected object is destroyed or deconstructed. Starting a **new** selection — clicking a different object, or a box drag that replaces the selection — places the panel anew against the new anchor rectangle.
- **Resizing in place.** Only the anchor rectangle, the selection gap, and the chosen side are fixed for the life of the selection (or, once the panel has been dragged, the dragged desired position — REQ-UI-SELECTION-PANEL-DRAG); the panel's geometry is **re-solved from them** whenever its content size changes (a section appearing or disappearing as the selection's state changes), the view is resized, or the build button bar's or controls panel's rectangle changes. Re-solving keeps the two edges the panel was placed by — its top edge, and the edge facing the anchor rectangle (its left edge when it sits to the right of the selection, its right edge when it sits to the left) — so the panel grows away from the selection rather than over it, and it never switches sides for as long as the selection lasts. What re-solving may change is the vertical result: growth that would take the panel outside the view or into either of those two widgets is resolved as in **Vertical placement** above, by shifting it up and capping its height, and a panel that shrinks again regains the room.
- **Visibility.** The panel is shown only while at least one object is selected. With an empty selection it is not shown at all (REQ-UI-EMPTY-SELECTION), leaving the full game world view visible.
- **Overlay behavior.** As for the build button bar (REQ-UI-BUILD-BAR): the panel occludes the strip of the game world it covers; the world view itself keeps its full extent and the view's scrolling, ghost rendering, and tile geometry are unaffected. It is drawn above the pause and deconstruct vignettes (REQ-UI-PAUSE-BORDER, REQ-UI-DECONSTRUCT-BORDER), which keep their full band underneath it, and below the modal dim (REQ-UI-MODAL-DIM), which covers the entire game window including the panel. The panel never overlaps the build button bar or the controls panel, because it stays above both wherever their rectangles meet its own; neither of them ever moves on the panel's account (REQ-UI-BUILD-BAR, REQ-UI-CONTROLS-PANEL).
- **Input.** Mouse events over the panel are consumed by the panel and never reach the game world: hovering it shows no builder-mode ghost at the tile beneath, and clicking it neither places a building nor changes the selection. Right-clicking the panel does not exit builder mode (REQ-BLD-BUILDER-MODE) or cancel a belt drag (REQ-BLD-BELT-DRAG). Beside the controls its content offers, the panel's own chrome offers one gesture: the header drag that moves it (REQ-UI-SELECTION-PANEL-DRAG).
- REQ-UI-SELECTION-PANEL-DRAG: **Moving the panel by its header.** The player can move the selection panel by pressing the left mouse button on the panel's **header** (REQ-UI-SELECTION-CARD) and dragging: the panel follows the cursor for the duration of the drag and stays where it is dropped on release. The header is the whole drag handle, and no other part of the panel starts a drag.
- **Desired position, not resolved position.** A drag sets only the panel's **desired top-left corner** in view coordinates. Where the panel actually lands is resolved from that desired position by the rules of REQ-UI-SELECTION-PANEL, exactly as an anchor-derived position is: the panel keeps its margin from the view's edges; its bottom is limited by the top edge, less that margin, of the build button bar (REQ-UI-BUILD-BAR) and of the controls panel (REQ-UI-CONTROLS-PANEL), but each only where the panel's own horizontal extent actually overlaps that widget's current rectangle; and a panel that does not fit above that limit is shifted up as far as the view's top margin and, failing that, capped in height with its content scrolling. The player therefore cannot park the panel over either widget, and neither widget ever moves on the panel's account (REQ-UI-BUILD-BAR, REQ-UI-CONTROLS-PANEL) — stepping around them stays entirely the panel's job.
- **Desired position, not resolved position.** A drag sets only the panel's **desired top-left corner** in view coordinates. Where the panel actually lands is resolved from that desired position by the rules of REQ-UI-SELECTION-PANEL, exactly as an anchor-derived position is: the panel keeps its edge margin from the view's edges; its bottom is limited by the top edge, less that same margin, of the build button bar (REQ-UI-BUILD-BAR) and of the controls panel (REQ-UI-CONTROLS-PANEL), but each only where the panel's own horizontal extent actually overlaps that widget's current rectangle; and a panel that does not fit above that limit is shifted up as far as the edge margin at the view's top and, failing that, capped in height with its content scrolling. The player therefore cannot park the panel over either widget, and neither widget ever moves on the panel's account (REQ-UI-BUILD-BAR, REQ-UI-CONTROLS-PANEL) — stepping around them stays entirely the panel's job.
- **The desired position survives the resolution.** Resolving does not overwrite what the player set: the desired position is retained as dropped, so a panel that had to be shifted up or shortened returns to it as soon as the obstruction stops overlapping it — its content shrinks, the bar's button set changes (REQ-LOCK-BUILDING), the controls panel's context changes, or the view is resized. A desired position that the current view cannot honour at all is likewise kept, so enlarging the window brings the panel back to it.
- **What the drag replaces.** From the first drag on, the desired position replaces the anchor rectangle and the side (REQ-UI-SELECTION-PANEL) for the rest of the current selection; the panel no longer has a side and never switches to one. Re-solving (the **Resizing in place** rule of REQ-UI-SELECTION-PANEL) then keeps the top and left edges of the desired position, in place of the top edge and the edge facing the anchor, so the panel still grows away from where the player put it rather than over it. The panel may be dragged repeatedly; each drag replaces the previous desired position.
- **What the drag replaces.** From the first drag on, the desired position replaces the anchor rectangle and the side (REQ-UI-SELECTION-PANEL) for the rest of the current selection; the panel no longer has a side and never switches to one. The selection gap goes with the anchor rectangle it was measured from and plays no further part: a player who drags the panel onto the selection is free to put it there. Re-solving (the **Resizing in place** rule of REQ-UI-SELECTION-PANEL) then keeps the top and left edges of the desired position, in place of the top edge and the edge facing the anchor, so the panel still grows away from where the player put it rather than over it. The panel may be dragged repeatedly; each drag replaces the previous desired position.
- **Scope: the current selection.** The desired position lasts as long as the selection it was set in — across the panel's own resizing, view resizes, and view scrolling (REQ-UI-SELECTION-PANEL), and across the selection being expanded or reduced (REQ-UI-MULTI-SELECT). Starting a **new** selection discards it: the panel is placed anew against the new anchor rectangle (REQ-UI-SELECTION-PANEL), and the player drags it again if they want it elsewhere.
- **Input.** The drag consumes its mouse events like every other event over the panel (REQ-UI-SELECTION-PANEL): the press, the movement, and the release never reach the game world, so dragging the header neither box-selects (REQ-UI-MULTI-SELECT) nor places belts (REQ-BLD-BELT-DRAG). The drag continues while the cursor moves outside the panel or outside the view, and ends when the left button is released, wherever that happens. A press and release on the header without movement moves nothing and has no other effect.
- **Presentation only.** Moving the panel is not a player command: it never enters the replay stream and has no effect on the simulation, consistent with the controls panel's collapsed state (REQ-UI-CONTROLS-PANEL). The desired position is not saved to disk.
@@ -482,6 +491,15 @@ The screen is a single column: a header bar across the top and the game world vi
- **Presentation only.** The placement is computed once, when the modal opens, and is not revisited while it is open; the panel cannot move meanwhile, being behind the modal and receiving no input. It is not a player command, never enters the replay stream, and has no effect on the simulation.
- REQ-UI-MODAL-DIM: While a modal dialog, menu, or full-screen state screen is open on top of the game, a transparent black overlay (a dim/scrim) is drawn over the **entire game window** — the header bar, the game world view, and the widgets floating over it (the build button bar, REQ-UI-BUILD-BAR, the selection panel, REQ-UI-SELECTION-PANEL, and the controls panel, REQ-UI-CONTROLS-PANEL) — behind that modal, so the game reads as inactive while the modal holds focus. The overlay is shown for every modal that auto-pauses the simulation — the escape menu (REQ-UI-GAME-MENU), the recipe/schematic selection dialog (REQ-UI-SELECT-BUTTON), the layout configuration dialog (REQ-MOD-UI-DIALOG), the schematic choice dialog (REQ-DEF-SCHEMATIC-DROP), the blueprint save dialog (REQ-UI-BLUEPRINT-CREATE), and the blueprint selection dialog (REQ-UI-BLUEPRINT-DIALOG) — as well as the game-over screen (REQ-HQ-GAME-OVER) and the win screen (REQ-WIN-SCREEN), which end rather than pause the game. When modals are nested (for example the Create Blueprint name dialog (REQ-MOD-UI-BLUEPRINT-CREATE) opened from the layout configuration dialog), only a single dim is shown over the game window; nested modals do not stack additional overlays. The same applies when one modal hands directly off to another — the blueprint save dialog opening the blueprint selection dialog on confirm (REQ-UI-BLUEPRINT-CREATE): the dim persists across the handoff rather than flickering off and back on, and the simulation is not resumed in between. The dim color and opacity are read from `visuals.toml [overlays]` (a semi-transparent black modal-dim color), consistent with the other overlay colors. The overlay is presentation-only and has no effect on the simulation.
- REQ-UI-DIALOG-DISMISS: **Q dismisses an open dialog.** The key that backs the player out in the game world (REQ-UI-HOTKEYS) does the same on a dialog: while one is open it dismisses that dialog, doing exactly what its own Cancel or close already does and nothing else. It is a second key alongside Escape rather than a new behavior, so the player backs out of a dialog with the key their hand is already on. Three dialogs take it:
- **The recipe/schematic selection dialog** (REQ-UI-SELECT-BUTTON) — closes with the current recipe or schematic unchanged.
- **The blueprint selection dialog** (REQ-UI-BLUEPRINT-DIALOG) — closes with no other effect, as its close button does.
- **The layout configuration dialog** (REQ-MOD-UI-DIALOG) — Q is its Cancel, discarding every change made in this dialog session. Here Q backs out **one step at a time**, as it does in the game world: while a module is selected for placement (REQ-MOD-PLACEMENT) it clears that selection, while remove mode is active (REQ-MOD-REMOVE) it leaves remove mode, and only with neither active does it cancel the dialog. One press therefore never both leaves a mode and discards the session.
In each case the simulation speed is restored as it is on any other close (REQ-UI-SELECT-BUTTON, REQ-MOD-UI-DIALOG, REQ-UI-BLUEPRINT-DIALOG), and a dialog opened from another (REQ-MOD-UI-BLUEPRINT-CREATE) is dismissed before the one that opened it, Q reaching whichever holds focus.
**Where Q is not a dismissal.** It stays an ordinary character in the two dialogs that take a typed name — the blueprint save dialog (REQ-UI-BLUEPRINT-CREATE) and the Create Blueprint name dialog of the layout configuration dialog (REQ-MOD-UI-BLUEPRINT-CREATE) — where a dismissal key would be unable to tell a name from a command. The escape menu (REQ-UI-GAME-MENU) keeps Escape and its Continue button, the game-over and win screens (REQ-HQ-GAME-OVER, REQ-WIN-SCREEN) are ended by their own buttons, and the schematic choice dialog is not dismissible at all (REQ-DEF-SCHEMATIC-DROP).
### Game World
- REQ-UI-SCROLL: The player scrolls the view horizontally across the scrollable area by pressing A (scroll left) and D (scroll right). The pan speed is not constant; it varies with the view's position per REQ-UI-SCROLL-SPEED.
@@ -512,13 +530,19 @@ The screen is a single column: a header bar across the top and the game world vi
- **W** — increases game speed by one step in the sequence 0×, 0.5×, 1×, 2×, 10× (no wrap-around past 10×).
- **S** — decreases game speed by one step in the same sequence (no wrap-around past 0×).
- **A / D** — scroll the view left / right (REQ-UI-SCROLL).
- **Q** — context-sensitive. If a build mode is active (builder mode or blueprint placement mode), pressing Q exits it. Otherwise, pressing Q toggles deconstruct mode: it enters deconstruct mode if inactive, or exits deconstruct mode if already active. (See also REQ-UI-DECONSTRUCT-BUTTON for the equivalent button.)
- **Q** — context-sensitive: one key that backs out of whatever the player is currently in, and enters deconstruct mode when they are in nothing. Its cases are evaluated in order:
- A dialog that takes Q is open — Q dismisses it, and the cases below do not apply: the dialog holds focus, and the game world is not what the player is backing out of (REQ-UI-DIALOG-DISMISS).
- A build mode is active (builder mode, blueprint placement mode, or deconstruct mode) — Q exits it.
- Something is selected — Q clears the selection (REQ-UI-EMPTY-SELECTION). The two cases never both apply, a selection and a build mode being mutually exclusive (REQ-UI-SELECTION-EXCLUSIVE); the order is stated only to fix the reading.
- Neither — Q enters deconstruct mode (see also REQ-UI-DECONSTRUCT-BUTTON for the equivalent button, which enters it from any of these states and clears the selection in doing so).
Entering deconstruct mode by keyboard while holding a selection therefore takes two presses — the first clears it, the second enters the mode — whereas the Deconstruct button does it in one click.
- **R / Shift+R** — in builder mode, rotate the ghost counter-clockwise / clockwise (REQ-BLD-ROTATE).
- **C** — create a temporary blueprint from the current selection and enter its placement mode (REQ-UI-BLUEPRINT-TEMP). Has effect only when at least one player-placeable building is selected; otherwise it does nothing.
- **V** — re-enter placement mode for the last temporary blueprint created with C (REQ-UI-BLUEPRINT-TEMP). Does nothing when no temporary blueprint exists.
- **Ctrl+C** — save the current selection as a named blueprint: opens the blueprint save dialog (REQ-UI-BLUEPRINT-CREATE). Has effect only when at least one player-placeable building is selected; otherwise it does nothing.
- **Ctrl+V** — opens the blueprint selection dialog (REQ-UI-BLUEPRINT-DIALOG), from which a saved blueprint is picked for placement. It is available whenever the game is being played, regardless of the current selection or of which build mode is active, and opens the dialog even when no blueprints are saved yet.
- **Escape** — opens the escape menu (REQ-UI-GAME-MENU). While a blueprint dialog is open, Escape closes that dialog instead (REQ-UI-BLUEPRINT-DIALOG).
- **Escape** — opens the escape menu (REQ-UI-GAME-MENU). While a dismissible dialog is open, Escape closes that dialog instead — the blueprint dialogs (REQ-UI-BLUEPRINT-DIALOG) and the two dialogs Q also dismisses (REQ-UI-DIALOG-DISMISS). The schematic choice dialog is the exception it cannot close (REQ-DEF-SCHEMATIC-DROP).
- **Build mode selection** — pressing a build hotkey activates builder mode for the corresponding building type, equivalent to clicking its build button (REQ-BLD-BUILDER-MODE):
- **1** — Belt, **2** — Splitter, **3** — Tunnel (the unified tunnel build mode, REQ-BLD-TUNNEL-MODE). Hotkey 4 is unused.
- **Shift+1** — Miner, **Shift+2** — Smelter, **Shift+3** — Assembler, **Shift+4** — Shipyard, **Shift+5** — Salvage Bay, **Shift+6** — Reprocessing Plant.
@@ -552,6 +576,9 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
- REQ-UI-EMPTY-SELECTION: When nothing is selected (no building, construction site, ship, defence station, or piece of debris), the selection panel is not shown at all — it is hidden rather than shown empty, so the full game world view is visible (REQ-UI-SELECTION-PANEL). It reappears as soon as an object is selected.
- REQ-UI-SELECTION-CATEGORIES: **Selection categories and precedence.** Every selectable object belongs to one of two mutually exclusive selection categories: **buildings** (buildings and construction sites) and **field objects** (ships and defence stations — player or enemy — together with debris). A single selection holds objects from only one category at a time. Field objects of different kinds may be selected together (e.g. several ships plus debris, freely mixing player and enemy actors). Buildings are exclusive and take precedence — **buildings win**: selecting a building (by click, Ctrl+click, or a box-drag covering at least one building) clears any field selection and yields a buildings-only selection, and conversely selecting any field object clears any building selection. Point hit-testing prefers a building over a coincident field object, and among field objects prefers an actor (ship or defence station) over a coincident piece of debris (REQ-UI-ENTITY-CLICK-SELECT, REQ-UI-DEBRIS-CLICK-SELECT).
- REQ-UI-SELECTION-EXCLUSIVE: **A selection and a build mode are mutually exclusive.** At any moment the player is either holding a selection or in one of the build modes — builder mode (REQ-BLD-BUILDER-MODE), blueprint placement mode (REQ-UI-BLUEPRINT-MODE), or deconstruct mode (REQ-UI-DECONSTRUCT-BUTTON) — never both. **Entering any build mode clears the selection**, whichever way the mode is entered: a build button, a build hotkey, the Deconstruct button, the Q deconstruct toggle, C, or picking a blueprint card (REQ-UI-HOTKEYS, REQ-UI-BLUEPRINT-TEMP, REQ-UI-BLUEPRINT-DIALOG). Switching directly from one build mode to another therefore has no selection left to clear. The converse direction needs no rule of its own: while a build mode is active there is no gesture that selects — a left click places, marks for demolition, or transfers settings instead (REQ-BLD-BUILDER-MODE, REQ-BLD-DECONSTRUCT-CLICK, REQ-UI-BLUEPRINT-TRANSFER) — so a selection can only be made after the mode is left.
- **A selection is read before it is cleared.** The gestures that act on the selection and then enter a mode capture it first: C builds its temporary blueprint from the selection and only then enters placement mode (REQ-UI-BLUEPRINT-TEMP), and Ctrl+C's save dialog creates its blueprint before the selection dialog it opens can start a placement (REQ-UI-BLUEPRINT-CREATE). Neither loses what it was invoked on.
- **What follows from it.** The selection panel is never shown while a build mode is active, being hidden on an empty selection (REQ-UI-EMPTY-SELECTION), and the world draws no selection outlines there. The controls panel's contexts (REQ-UI-CONTROLS-CONTENT) become a partition of the state rather than a precedence rule: exactly one of General, Selection, Build, Blueprint, and Deconstruct applies, and the Selection context's "no build mode active" clause restates the exclusivity instead of resolving an overlap. Nothing here reaches the simulation — selection and build mode are both presentation state, and clearing a selection is not a player command, never enters the replay stream, and has no effect on the simulation.
- REQ-UI-SELECTION-CARD: **Card structure.** Every panel content is a card with the same three parts, top to bottom:
- **Header** — always shown. It holds the selection's identity symbol on the left — the building's icon glyph (REQ-UI-WORLD-ICON), a ship's schematic color swatch, or the kind symbol of a defence station or piece of debris — the selection's name beside it, and one optional **right slot**. The right slot holds a status indicator (REQ-UI-SELECTION-STATUS), a ship's current behavior (REQ-UI-SHIP-BEHAVIOR), or an object count — never more than one of them; which one applies is stated per content in REQ-UI-SELECTION-CONTENT. The header carries no control of its own, and doubles as the panel's drag handle (REQ-UI-SELECTION-PANEL-DRAG).
- **Configuration group** — the controls that change how the selected object is set up: the recipe/schematic selection control (REQ-UI-SELECT-BUTTON), a shipyard's layout preview and Configure button (REQ-MOD-UI-PREVIEW), and a splitter's output filters (REQ-BLD-SPLITTER). It is shown identically for an operational building and for a construction site of the same type (REQ-BLD-SITE-CONFIG).
@@ -583,24 +610,28 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
Every other multi-selection falls back to the count summary. In particular a selection mixing a splitter with belts does not aggregate (a splitter carries per-object output filters, which have no aggregate), and neither do several production buildings of one type (per-building buffers and cycle progress have no aggregate).
- REQ-UI-SINGLE-SELECTION: When one building is selected, the panel shows its symbol and name in the header (REQ-UI-SELECTION-CARD), its current recipe or schematic selection (REQ-UI-SELECT-BUTTON) and recipe summary (REQ-UI-RECIPE-SUMMARY) in the configuration group, and its input and output buffer contents in the runtime group. Each buffered item is shown as an **item chip** bearing that item's icon on its colored square (REQ-UI-ITEM-ICON) and its current count, and hovering a chip shows that item's production tooltip (REQ-UI-ITEM-TOOLTIP):
- an **input** chip shows the per-cycle amount below the count (the items consumed per run, e.g. `/ 2 per cycle`), or the count alone when the building has no selected recipe or schematic to give one;
- an **output** chip shows the count against **that item's own** output buffer capacity as `a / b` (REQ-MAT-OUTPUT-BUFFER), with the item's name below. Each output chip therefore stands for one buffer, and a Reprocessing Plant shows one per possible roll.
- an **output** chip shows the count against **that item's own** output buffer capacity as `a / b` (REQ-MAT-OUTPUT-BUFFER), with the item's name below. Each output chip therefore stands for one buffer, and a Reprocessing Plant shows one for every item any of its output groups can produce (REQ-MAT-OUTPUT-GROUP).
Input and output chips form separately captioned sections (REQ-UI-SELECTION-CARD). A section lists a chip for **every item the building's cycle involves**, whether or not the buffer currently holds any: an empty buffer reads `0` rather than its chip disappearing, so the card keeps one shape while the building runs. A section left with no chips at all is not shown. The production section (REQ-UI-PRODUCTION-PROGRESS) sits **between them**, so the card reads in the direction the materials flow: what goes in, what is being made of it, what has come out. For a selected construction site the buffer sections are omitted (REQ-BLD-SITE-CONFIG).
**Only unlocked items are listed.** Should a building's buffers carry an entry for an item the player cannot make yet, it is left out of both sections, consistent with the rest of the UI hiding what is not unlocked yet (REQ-LOCK-UI-RECIPE, REQ-LOCK-UI-SPLITTER).
- REQ-UI-RECIPE-SUMMARY: Below the recipe/schematic selection control, a building running a recipe or schematic shows a one-line **recipe summary**: each input item's icon on its colored square (REQ-UI-ITEM-ICON) with its per-cycle amount and the inputs separated by `+`, an arrow, each output item's icon on its colored square with its per-cycle amount, and the cycle time in seconds. It restates what the building will do without opening the selection dialog, and it is the panel's only display of the cycle time. For a Shipyard the summary is built from the schematic's materials and production time including the placed modules' contributions (REQ-BLD-SHIPYARD, REQ-MOD-STAT-CALC), matching the buffers beneath it. A building with no recipe or schematic selected shows no summary — including an auto-recipe building that has yet to select one (REQ-BLD-AUTO-RECIPE), which shows none until it does and keeps it from then on, so the card does not resize in step with the building's status (REQ-UI-SELECTION-STATUS, REQ-UI-SELECTION-PANEL).
- REQ-UI-RECIPE-SUMMARY: Below the recipe/schematic selection control, a building running a recipe or schematic shows a one-line **recipe summary**: each input item's icon on its colored square (REQ-UI-ITEM-ICON) with its per-cycle amount and the inputs separated by `+`, an arrow, then what the recipe produces, and the cycle time in seconds. The output side lists each item of an output group with its icon and per-cycle amount, the items within a group separated by `+` as the inputs are — they are produced together — and the **groups separated by `/`**, since only one of them happens (REQ-MAT-OUTPUT-GROUP). A recipe with a single group therefore reads exactly as before, and a Reprocessing Plant's reads as the alternatives it is rather than as one combined yield. It restates what the building will do without opening the selection dialog, and it is the panel's only display of the cycle time. For a Shipyard the summary is built from the schematic's materials and production time including the placed modules' contributions (REQ-BLD-SHIPYARD, REQ-MOD-STAT-CALC), matching the buffers beneath it. A building with no recipe or schematic selected shows no summary — including an auto-recipe building that has yet to select one (REQ-BLD-AUTO-RECIPE), which shows none until it does and keeps it from then on, so the card does not resize in step with the building's status (REQ-UI-SELECTION-STATUS, REQ-UI-SELECTION-PANEL).
- REQ-UI-PRODUCTION-PROGRESS: For buildings that produce items or ships (miner, smelter, assembler, reprocessing plant, shipyard), the panel's runtime group shows a captioned **production section** between the input and output buffer sections (REQ-UI-SINGLE-SELECTION): a horizontal progress bar filled to the completion of the active production cycle, with that completion beside the caption as an integer percentage (e.g. `72%`), or the text `idle` in place of the percentage and an empty bar when no production cycle is active. The cycle time is shown in the recipe summary (REQ-UI-RECIPE-SUMMARY) rather than repeated here. When no recipe or schematic is selected, the production section is not shown at all.
- REQ-UI-MULTI-SELECT: The player selects multiple objects by box-drag or by Ctrl+clicking individual objects to add or remove them from the selection. Multi-select operates within a single category (REQ-UI-SELECTION-CATEGORIES). A box-drag that covers at least one building selects buildings (any field objects within the box are ignored — buildings win); a box-drag that covers no building but does cover ships, defence stations, or debris selects all of those field objects together (REQ-UI-ENTITY-CLICK-SELECT, REQ-UI-DEBRIS-MULTI-SELECT).
- **Rectangle geometry.** The box is **not** snapped to tiles: its two corners are the exact world positions the button went down at and the cursor is at now, so the rectangle is drawn where the mouse actually went and follows it pixel by pixel. The corners are held in world coordinates rather than screen ones, so the anchor stays on the spot in the world it was placed on when the view scrolls under a held button (REQ-UI-SCROLL).
- **Coverage.** What the box covers follows the same rectangle, not the tiles it touches. An object that occupies whole tiles — a building, a construction site, a defence station — is covered when the rectangle overlaps any of its body cells, so grazing a building's tile selects it. An object that has a position rather than a footprint — a ship, a piece of debris — is covered when the rectangle contains its centre, so what the player sees enclosed by the rectangle is exactly what the release selects. This is also what makes box and click agree: a click already hit-tests ships and debris against their world positions (REQ-UI-ENTITY-CLICK-SELECT, REQ-UI-DEBRIS-CLICK-SELECT), not against the tile they stand on.
- **When the rectangle appears.** The rectangle is drawn only once the cursor has moved at least **2 pixels** from the position the button went down at — a press alone draws nothing, so a plain click does not flash a rectangle. The threshold is in screen pixels because it only separates a click from a drag, which is a question of hand steadiness. Once shown, the rectangle stays shown for the rest of the drag, including when the cursor comes back to where it started. It is measured against where the anchor sits on screen at that moment, so scrolling the view while the button is held moves no cursor but still crosses the threshold, the box having grown all the same. Below the threshold the gesture is a click, and the box it resolves on release is the **whole tile** the button went down on — that is what makes a click select or mark what it points at (REQ-UI-SELECTION-CATEGORIES, REQ-BLD-DECONSTRUCT-CLICK) rather than the empty rectangle a motionless cursor spans.
- **Rectangle color.** While dragging, the selection rectangle is drawn as an outline in `visuals.toml [overlays].selected_outline` — the same color and config entry as the outline drawn in the world around the objects that end up selected, so the box and the selection it produces read as one thing. **Exception:** while deconstruct mode is active (REQ-UI-DECONSTRUCT-BUTTON, REQ-UI-HOTKEYS), the box drag marks buildings for demolition instead (REQ-BLD-DECONSTRUCT-BOX) and the rectangle is drawn in the deconstruct color — the RGB of `visuals.toml [overlays].deconstruct_tint`, drawn **fully opaque**. That entry's alpha channel governs only the fills it tints (the deconstruct-mode hover tint and queued buildings, REQ-UI-DECONSTRUCT-BORDER, REQ-BLD-DECON-QUEUE) and is not applied to this outline, which would otherwise be too faint to see. The rectangle's geometry is the same in both modes.
- REQ-UI-MULTI-SELECTION: When multiple buildings are selected and the selection does not aggregate (REQ-UI-SELECTION-AGGREGATE), the panel shows a count summary. Its header names the size of the selection as `<n> buildings` in place of an object name, and carries no symbol and nothing in its right slot. Below it is one row per selected building type — the type's symbol, its name, and the number selected as `x<count>` — one type per row, and no per-building detail. A final row shows the **total building block cost** of the selection, captioned `Total cost` with the value followed by the `building_block` item icon (REQ-UI-BLOCKS-ICON, REQ-UI-ITEM-ICON): the sum of each selected building's placement cost (`buildings.toml [[building]].cost`, per REQ-BLD-COST), counting only player-placeable buildings (buildings with a button in the build button bar); non-player-placeable buildings (the HQ and defence stations) are excluded from the total, consistent with the blueprint total (REQ-UI-BLUEPRINT-CARD). Construction sites count at their building type's full placement cost regardless of construction progress.
- REQ-UI-CONFIG-INLINE: Recipe and schematic configuration for a selected building is shown within this panel, in its configuration group (REQ-UI-SELECTION-CARD). Recipe selection (miner, assembler, smelter, reprocessing plant) and schematic selection (shipyard) use the selection button and dialog (REQ-UI-SELECT-BUTTON) rather than an inline control. For shipyards, the panel additionally shows the ship layout preview and "Configure" button below the schematic selection button (REQ-MOD-UI-PREVIEW).
- REQ-UI-SELECT-BUTTON: **Recipe and schematic selection control.** Recipe selection (Miner ore type, Assembler recipe, and the Smelter's and Reprocessing Plant's recipe per REQ-BLD-AUTO-RECIPE) and schematic selection (Shipyard) are each presented in the selection panel as a single **selection button** whose caption is the name of the currently selected recipe or schematic, or a placeholder ("Select recipe" / "Select schematic") when none is selected. Clicking the button opens a modal **selection dialog** that pauses the game (speed set to 0×; on close, the speed is restored to what it was before the dialog was opened) and that opens centered on the selection panel, as every modal opened from the panel does (REQ-UI-PANEL-MODAL). The dialog contains a vertical list of option buttons, one per selectable option, each describing itself (REQ-UI-SELECT-OPTIONS) — only options that are currently unlocked are shown (REQ-LOCK-UI-RECIPE for recipes, REQ-LOCK-UI-SCHEMATIC for schematics). Neither the option buttons nor the selection button carries a tooltip: an option button states what it makes on its own face, and what the building has selected is drawn beneath the selection button as the recipe summary (REQ-UI-RECIPE-SUMMARY), with the production paths of the items involved reachable by hovering the card's item chips (REQ-UI-ITEM-TOOLTIP). Clicking an option button selects that recipe/schematic, closes the dialog, and updates the selection button's caption in the selection panel. The dialog can be dismissed without changing the current selection (e.g. closing it without clicking an option). Selecting a new recipe or schematic has the same effects as before (REQ-MAT-INPUT-BUFFER, REQ-MAT-OUTPUT-BUFFER, REQ-BLD-SHIPYARD).
- REQ-UI-SELECT-BUTTON: **Recipe and schematic selection control.** Recipe selection (Miner ore type, Assembler recipe, and the Smelter's and Reprocessing Plant's recipe per REQ-BLD-AUTO-RECIPE) and schematic selection (Shipyard) are each presented in the selection panel as a single **selection button** whose caption is the name of the currently selected recipe or schematic, or a placeholder ("Select recipe" / "Select schematic") when none is selected. Clicking the button opens a modal **selection dialog** that pauses the game (speed set to 0×; on close, the speed is restored to what it was before the dialog was opened) and that opens centered on the selection panel, as every modal opened from the panel does (REQ-UI-PANEL-MODAL). The dialog contains a vertical list of option buttons, one per selectable option, each describing itself (REQ-UI-SELECT-OPTIONS) — only options that are currently unlocked are shown (REQ-LOCK-UI-RECIPE for recipes, REQ-LOCK-UI-SCHEMATIC for schematics). Neither the option buttons nor the selection button carries a tooltip: an option button states what it makes on its own face, and what the building has selected is drawn beneath the selection button as the recipe summary (REQ-UI-RECIPE-SUMMARY), with the production paths of the items involved reachable by hovering the card's item chips (REQ-UI-ITEM-TOOLTIP). Clicking an option button selects that recipe/schematic, closes the dialog, and updates the selection button's caption in the selection panel. The dialog can be dismissed without changing the current selection — by closing it without clicking an option, by Escape, or by Q (REQ-UI-DIALOG-DISMISS). Selecting a new recipe or schematic has the same effects as before (REQ-MAT-INPUT-BUFFER, REQ-MAT-OUTPUT-BUFFER, REQ-BLD-SHIPYARD).
- REQ-UI-SELECT-OPTIONS: **Option list of the selection dialog.** The selection dialog (REQ-UI-SELECT-BUTTON) lists its options as a **single vertical column** of buttons, one per option, rather than a grid: each button is as wide as the dialog and states what the option does, which needs a line of its own. No option button carries a tooltip — the button face is the whole description, so the player reads every option's inputs, product, and time from the list itself without hovering anything. Should the column be taller than the space the window leaves the dialog — a fully unlocked Assembler offers more options than any window can hold, and a modal is never resized to fit (REQ-UI-PANEL-MODAL) — the list **scrolls** within the dialog rather than the dialog growing past the window.
- A **recipe** option (Miner, Assembler) shows the **recipe name** on its first line and, beneath it, that recipe drawn as the recipe summary line draws it (REQ-UI-RECIPE-SUMMARY): each input item's icon on its colored square with its per-cycle amount, an arrow, each output item's icon with its amount, and the cycle time. A miner recipe consumes nothing, so its line begins at the arrow.
- A **recipe** option shows the **recipe name** on its first line and, beneath it, that recipe drawn as the recipe summary line draws it (REQ-UI-RECIPE-SUMMARY): each input item's icon on its colored square with its per-cycle amount, an arrow, its output groups with their amounts, and the cycle time. A miner recipe consumes nothing, so its line begins at the arrow.
- A **ship schematic** option (Shipyard) shows the ship's `display_name` on its first line and, beneath it, the icons and quantities of its base required materials (`[ship.schematic].materials`, excluding any module contributions) with the base production time (`[ship.schematic].production_time_seconds`). A ship is not an item and has no icon of its own, so this line names no output: the button's caption is what it produces.
- The `(None)` option shows its text caption alone. On an auto-recipe building it is captioned `(Auto)` instead, because there it does not leave the building idle but returns it to automatic selection (REQ-BLD-AUTO-RECIPE).
- REQ-UI-ITEM-TOOLTIP: **Item production tooltip.** Hovering an item chip in the selection panel — an input or output buffer chip (REQ-UI-SINGLE-SELECTION) or the HQ's block stock chip (REQ-UI-HQ-PANEL) — shows a tooltip telling the player where that item comes from. It has a heading and a body:
- the heading is the **hovered item's name**. For an input chip this is the only place the item is named at all, since such a chip carries a count and no name (REQ-UI-SINGLE-SELECTION).
- the body is the caption `Produced by` followed by one **recipe line** per unlocked recipe that produces the item. A recipe line is a small **card** of two rows: the icon of the building that runs the recipe (REQ-UI-BUILD-ICON) and the recipe's name on the first, and the recipe itself on the second, drawn as the recipe summary draws it (REQ-UI-RECIPE-SUMMARY) — each input item's icon on its colored square with its per-cycle amount, the inputs separated by `+`, an arrow, each output item's icon with its amount, and the cycle time. Two rows rather than one because an identity and a cycle read as different things, and a single row of icons, names and numbers runs too long to scan; a card around each because several producers stacked as bare lines read as one field of icons and numbers rather than as separate recipes. A line drawn where its surroundings already frame it — on an option button (REQ-UI-SELECT-OPTIONS), or as the panel's recipe summary — takes no card of its own. An item may have several producers — an iron ingot is smelted from ore, smelted from scrap, and recovered by reprocessing — and the building icon and recipe name are what tell those lines apart and tell the player which building to place for which path.
- the body is the caption `Produced by` followed by one **recipe line** per unlocked recipe that produces the item. A recipe line is a small **card** of two rows: the icon of the building that runs the recipe (REQ-UI-BUILD-ICON) and the recipe's name on the first, and the recipe itself on the second, drawn as the recipe summary draws it (REQ-UI-RECIPE-SUMMARY) — each input item's icon on its colored square with its per-cycle amount, the inputs separated by `+`, an arrow, its output groups with their amounts, and the cycle time. Two rows rather than one because an identity and a cycle read as different things, and a single row of icons, names and numbers runs too long to scan; a card around each because several producers stacked as bare lines read as one field of icons and numbers rather than as separate recipes. A line drawn where its surroundings already frame it — on an option button (REQ-UI-SELECT-OPTIONS), or as the panel's recipe summary — takes no card of its own. An item may have several producers — an iron ingot is smelted from ore, smelted from scrap, and recovered by reprocessing — and the building icon and recipe name are what tell those lines apart and tell the player which building to place for which path.
**Only recipes the player can run are listed**, consistent with the rest of the UI hiding what the player cannot make yet. What that means differs by building, because only Miner and Assembler recipes are unlocked individually (REQ-LOCK-UI-RECIPE): those are listed once unlocked, while a Smelter's or Reprocessing Plant's recipes (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING) are listed once **their building** is unlocked (REQ-LOCK-BUILDING) — there is no sense in naming a path through a plant the player cannot place. Two cases have no recipe line to show, and each says so in place of the list rather than leaving the tooltip bare:
- **An item no recipe produces at all.** Scrap is salvaged from debris (REQ-RES-DEBRIS-DROP) rather than crafted, so its tooltip reads `Salvaged from debris` in place of the `Produced by` caption and lists nothing beneath it.
@@ -636,7 +667,7 @@ The panel shows exactly one **content** at a time, picked from the catalog in RE
- REQ-UI-BUILD-ICON: Each build button shows an icon. Icons are SVG files loaded at runtime from `data/icons/buildings/` (a sibling of the config directory, read the same way as `visuals.toml`), one file per button named after the building's id (e.g. `belt.svg`, `reprocessing_plant.svg`). The shared Tunnel button (REQ-UI-BUILD-BAR) uses `tunnel_entry.svg`; the Deconstruct button (REQ-UI-DECONSTRUCT-BUTTON) uses `deconstruct.svg`. Each icon is a rounded colored "chip" bearing a white line glyph, the chip color following the building's fill color in `visuals.toml`. A missing icon file leaves the button showing its building name as a text caption in place of the icon, so the button stays identifiable in the icon-only bar (REQ-UI-BUILD-COST); it is not an error.
- REQ-UI-BUILD-TOOLTIP: Each building-type button shows a hover tooltip consisting of the building name followed by the descriptive text defined for that building type in `buildings.toml` (the optional per-building tooltip field). Because the button caption is icon-only (REQ-UI-BUILD-COST), the name is always part of the tooltip; if a building type defines no tooltip text, the tooltip shows the name alone. This tooltip is distinct from the item production tooltip of the selection panel's item chips (REQ-UI-ITEM-TOOLTIP); the recipe/schematic selection dialog has no tooltip at all (REQ-UI-SELECT-OPTIONS). The Deconstruct button (REQ-UI-DECONSTRUCT-BUTTON) is not a building type and so has no config-defined tooltip; it instead shows its own refund tooltip defined in REQ-UI-DECONSTRUCT-BUTTON.
- REQ-UI-BUILD-DISABLED: Buttons for buildings the player cannot currently afford are shown as disabled. A disabled button's icon (REQ-UI-BUILD-ICON) is rendered in a greyed variant, with its colored chip background recolored grey while the white glyph is retained.
- REQ-UI-DECONSTRUCT-BUTTON: A dedicated **Deconstruct** button is shown in the build button bar (REQ-UI-BUILD-BAR), as the last entry of the row and **visually separated** from the building-type buttons by a gap (not a divider line), because it toggles a mode rather than selecting a building type. Its face follows REQ-UI-BUILD-COST with two differences: its hotkey badge reads `Q`, and because it has no building block cost it shows its **Deconstruct** name as a text caption where the building-type buttons show their cost — so it is the one labelled button in the bar. It is therefore wider than the building-type buttons, which share a uniform width. Clicking it toggles deconstruct mode on and off, equivalent to the Q deconstruct toggle (REQ-UI-HOTKEYS). The button is shown in a visually active/pressed state while deconstruct mode is active. The button shows a hover tooltip stating the deconstruction refund (REQ-BLD-DECONSTRUCT): that deconstructing a fully-built building returns `world.toml [world].refund_percentage` percent of its building block cost once deconstruction completes, and that a construction site removed before it finishes building is refunded in full. When `refund_percentage` is 100% both cases yield the same refund, and the tooltip is simplified to state the single refund percentage without distinguishing the two cases. Unlike the building-type button tooltips (REQ-UI-BUILD-TOOLTIP), this tooltip is not config-defined text but is composed from the refund percentage.
- REQ-UI-DECONSTRUCT-BUTTON: A dedicated **Deconstruct** button is shown in the build button bar (REQ-UI-BUILD-BAR), as the last entry of the row and **visually separated** from the building-type buttons by a gap (not a divider line), because it toggles a mode rather than selecting a building type. Its face follows REQ-UI-BUILD-COST with two differences: its hotkey badge reads `Q`, and because it has no building block cost it shows its **Deconstruct** name as a text caption where the building-type buttons show their cost — so it is the one labelled button in the bar. It is therefore wider than the building-type buttons, which share a uniform width. Clicking it toggles deconstruct mode on and off; entering the mode clears the selection (REQ-UI-SELECTION-EXCLUSIVE), which is the one way in which it differs from the Q key (REQ-UI-HOTKEYS): Q clears a selection before it enters the mode, so with something selected the button gets there in one click and Q in two. The button is shown in a visually active/pressed state while deconstruct mode is active. The button shows a hover tooltip stating the deconstruction refund (REQ-BLD-DECONSTRUCT): that deconstructing a fully-built building returns `world.toml [world].refund_percentage` percent of its building block cost once deconstruction completes, and that a construction site removed before it finishes building is refunded in full. When `refund_percentage` is 100% both cases yield the same refund, and the tooltip is simplified to state the single refund percentage without distinguishing the two cases. Unlike the building-type button tooltips (REQ-UI-BUILD-TOOLTIP), this tooltip is not config-defined text but is composed from the refund percentage.
### Controls Panel
@@ -650,7 +681,7 @@ The controls panel tells the player which controls are available right now. It i
- **Input.** Mouse events over the panel are consumed by the panel and never reach the game world: hovering it shows no builder-mode ghost at the tile beneath, and clicking it neither places a building nor changes the selection. Right-clicking the panel does not exit builder mode (REQ-BLD-BUILDER-MODE) or cancel a belt drag (REQ-BLD-BELT-DRAG). The only control the panel itself offers is the header click that collapses and expands it.
- REQ-UI-CONTROLS-CARD: **Card structure.** The panel is a card with two parts, top to bottom:
- **Header** — always shown, and the panel's only interactive element (REQ-UI-CONTROLS-PANEL). It holds a colored context dot on the left, the context's name beside it in upper case, and, for contexts that define one, a **detail suffix** separated by a middle dot (`BUILD MODE · Assembler`). The name and detail per context are given in REQ-UI-CONTROLS-CONTENT.
- **Rows** — one per available control, shown only while the panel is expanded. Each row is one or more **key badges** on the left — the key or mouse button drawn as a small bordered chip — and a **label** beside them naming what it does. An action reachable two ways carries both badges in the same row (`RMB` `Q` — Exit placement) rather than occupying two rows. A row whose action leaves the current mode is drawn with the destructive badge styling, distinguishing it from the rows that act within the mode. No row is ever drawn greyed or otherwise disabled: a control the player cannot currently use is not shown at all (REQ-UI-CONTROLS-ACCURACY).
- **Rows** — one per available control, shown only while the panel is expanded. Each row is one or more **key badges** on the left — the key or mouse button drawn as a small bordered chip — and a **label** beside them naming what it does. An action reachable two ways carries both badges in the same row (`RMB` `Q` — Exit placement) rather than occupying two rows. A row whose action hands the current context back — leaving a build mode, or clearing the selection (REQ-UI-SELECTION-EXCLUSIVE) — is drawn with the destructive badge styling, distinguishing it from the rows that act within the context; to the player both are the one key that backs out, so both are marked alike. No row is ever drawn greyed or otherwise disabled: a control the player cannot currently use is not shown at all (REQ-UI-CONTROLS-ACCURACY).
The rows that are live in every context (REQ-UI-CONTROLS-CONTENT) are shown last, under a divider and the caption `ALWAYS AVAILABLE`. This holds in every context including the General one, which has context rows of its own above the divider like any other, so the card is read the same way wherever the player is.
- REQ-UI-CONTROLS-CONTENT: **Content catalog.** The control context follows from the active build mode and the selection alone. Build modes are mutually exclusive (REQ-BLD-BUILDER-MODE), so exactly one context applies at any moment:
@@ -659,12 +690,14 @@ The controls panel tells the player which controls are available right now. It i
|---|---|---|---|
| General | no build mode active, nothing selected | `GENERAL` | — |
| Selection | no build mode active, at least one object selected | `SELECTION` | `<n> buildings` or `<n> objects` |
| Build | builder mode active (REQ-BLD-BUILDER-MODE) | `BUILD MODE` | the building type's name |
| Build | builder mode active (REQ-BLD-BUILDER-MODE) | `BUILD MODE` | the name of the building type that would be placed at the hovered position, so in tunnel mode it follows the resolved end and reads `Tunnel Entry` or `Tunnel Exit` (REQ-BLD-TUNNEL-MODE) |
| Blueprint | blueprint placement mode active (REQ-UI-BLUEPRINT-MODE) | `BLUEPRINT MODE` | the blueprint's name, or `Temporary` for a temporary blueprint (REQ-UI-BLUEPRINT-TEMP) |
| Deconstruct | deconstruct mode active (REQ-UI-DECONSTRUCT-BUTTON) | `DECONSTRUCT MODE` | — |
The Selection context's detail counts the selection and names its category (REQ-UI-SELECTION-CATEGORIES): `<n> buildings` for a building selection, `<n> objects` for a field selection, in the singular at a count of one. The Build and Blueprint contexts show **the same rows** and differ only in their header.
**The row that hands the context back is last.** Where a context has one — `Q` — Clear selection in the Selection context, `RMB` `Q` — Exit placement in Build and Blueprint, `RMB` `Q` — Exit deconstruct mode in Deconstruct — it is the final context row, below the rows that act within the context, and it carries the destructive badge styling (REQ-UI-CONTROLS-CARD). The General context has none: with no mode to leave and nothing selected, its `Q` row enters deconstruct mode rather than leaving anything, and is an ordinary row that happens to come last.
**Always-available rows**, shown in every context:
| Badges | Label | Shown |
@@ -687,9 +720,9 @@ The controls panel tells the player which controls are available right now. It i
| | `LMB` drag | Select area |
| | `Ctrl` `LMB` | Add / remove from selection |
| | `Ctrl` `LMB` drag | Add area to selection |
| | `Q` | Deconstruct mode |
| | `C` | Copy to temporary blueprint |
| | `Ctrl` `C` | Create blueprint |
| | `Q` | Clear selection |
| Build, Blueprint | `LMB` | Place |
| | `LMB` drag | Place belt line |
| | `R` / `Shift` `R` | Rotate |
@@ -705,7 +738,6 @@ The controls panel tells the player which controls are available right now. It i
- **`LMB` — Place** reads **Apply settings** instead whenever the ghost under the cursor resolves to a configuration transfer (REQ-UI-BLUEPRINT-TRANSFER) — a single-building blueprint hovering a same-type building of a configurable type, which is the case in which clicking hands over settings rather than placing anything. A blueprint holding more than one building keeps the `Place` label, since its click both places and transfers (REQ-UI-BLUEPRINT-PLACE).
- REQ-UI-CONTROLS-ACCURACY: **The panel never advertises a binding that would do nothing.** Every row shown must, if triggered in the situation the panel is showing it in, have the effect its label names; a binding that is inert in the current context is omitted rather than shown greyed (REQ-UI-CONTROLS-CARD). The relation holds in one direction only: the panel may omit a binding that is available, and deliberately does so in three cases:
- **Build hotkeys** (REQ-UI-HOTKEYS) are live in every context, but are advertised on the build buttons' badges (REQ-UI-BUILD-COST) instead of taking eleven rows in every context of this panel.
- **`C` and `Ctrl` `C`** are omitted from the Build, Blueprint, and Deconstruct contexts even though a selection surviving into a build mode keeps them working. They belong to the Selection context, and repeating them in every mode would defeat the panel's purpose of showing what the player's current situation affords.
- **`Ctrl` `LMB` and `Ctrl` `LMB` drag** work with nothing selected — they select the object under the cursor much as a plain click would — but are shown only in the Selection context. "Add / remove from selection" names an operation on a selection, and there is none to operate on until something is selected; the plain `LMB` row already covers what the gesture does before then.
- **`F3` and `F4`** (REQ-UI-DEBUG-DRAW) are development controls rather than player controls and appear in no context.
@@ -722,7 +754,7 @@ Blueprints occupy no permanent screen space. They are saved with **Ctrl+C** from
- Below it, a **scrollable two-column grid of blueprint cards** (REQ-UI-BLUEPRINT-CARD), one per saved blueprint, filling the grid left to right and top to bottom in creation order. The column count is fixed at two; the grid scrolls vertically when the cards do not fit, and does not scroll horizontally.
- When no blueprints are saved, the dialog still opens and shows an empty-state message in place of the grid, telling the player that blueprints are created with Ctrl+C from a selection of buildings.
Clicking the close button, pressing Escape, or closing the dialog through the window manager closes it with no other effect: the current selection, build mode, and blueprint list are unchanged, and the simulation speed is restored to what it was before the dialog was opened. While the dialog is open, Escape closes it rather than opening the escape menu (REQ-UI-GAME-MENU).
Clicking the close button, pressing Escape, pressing Q (REQ-UI-DIALOG-DISMISS), or closing the dialog through the window manager closes it with no other effect: the current selection, build mode, and blueprint list are unchanged, and the simulation speed is restored to what it was before the dialog was opened. While the dialog is open, Escape closes it rather than opening the escape menu (REQ-UI-GAME-MENU), and Q closes it rather than acting on the game world beneath.
```
+------------------------------------------------------+
@@ -738,7 +770,7 @@ Blueprints occupy no permanent screen space. They are saved with **Ctrl+C** from
+------------------------------------------------------+
```
- REQ-UI-BLUEPRINT-TEMP: Pressing the **C** key (REQ-UI-HOTKEYS) creates a **temporary blueprint** from the current selection and immediately enters blueprint placement mode for it, without opening the naming dialog. It has effect only when at least one player-placeable building is currently selected — the same condition as REQ-UI-BLUEPRINT-CREATE; pressing C with an empty selection, or a selection containing only non-player-placeable buildings (HQ, defence stations), does nothing at all, and in particular leaves any existing temporary blueprint in place. Entering this mode replaces any currently active build, blueprint placement, or deconstruct mode. The temporary blueprint is captured exactly as a saved blueprint (REQ-UI-BLUEPRINT-STORAGE), silently excluding any non-player-placeable buildings from the selection, but it is never named, never shown in the blueprint selection dialog (REQ-UI-BLUEPRINT-DIALOG), and never persisted to `blueprints.toml` (REQ-UI-BLUEPRINT-SAVE). Placement behaves identically to a saved blueprint's placement mode (REQ-UI-BLUEPRINT-MODE, REQ-UI-BLUEPRINT-PLACE): a ghost is rendered per building, R / Shift+R rotate the entire constellation, placement follows the same per-building validity and total-cost rules, and after a successful placement the mode stays active so the blueprint can be placed again. Right-clicking in the game world exits placement mode; unlike the mode, the temporary blueprint itself survives, so it can be entered again with V.
- REQ-UI-BLUEPRINT-TEMP: Pressing the **C** key (REQ-UI-HOTKEYS) creates a **temporary blueprint** from the current selection and immediately enters blueprint placement mode for it, without opening the naming dialog. It has effect only when at least one player-placeable building is currently selected — the same condition as REQ-UI-BLUEPRINT-CREATE; pressing C with an empty selection, or a selection containing only non-player-placeable buildings (HQ, defence stations), does nothing at all, and in particular leaves any existing temporary blueprint in place. Entering this mode replaces any currently active build, blueprint placement, or deconstruct mode, and clears the selection — the blueprint is captured from it first, so C loses nothing (REQ-UI-SELECTION-EXCLUSIVE). The temporary blueprint is captured exactly as a saved blueprint (REQ-UI-BLUEPRINT-STORAGE), silently excluding any non-player-placeable buildings from the selection, but it is never named, never shown in the blueprint selection dialog (REQ-UI-BLUEPRINT-DIALOG), and never persisted to `blueprints.toml` (REQ-UI-BLUEPRINT-SAVE). Placement behaves identically to a saved blueprint's placement mode (REQ-UI-BLUEPRINT-MODE, REQ-UI-BLUEPRINT-PLACE): a ghost is rendered per building, R / Shift+R rotate the entire constellation, placement follows the same per-building validity and total-cost rules, and after a successful placement the mode stays active so the blueprint can be placed again. Right-clicking in the game world exits placement mode; unlike the mode, the temporary blueprint itself survives, so it can be entered again with V.
Pressing the **V** key re-enters blueprint placement mode for the temporary blueprint, capturing nothing new: it is independent of the current selection, can be pressed any number of times, and yields exactly the mode described above. Like C it replaces any currently active build, blueprint placement, or deconstruct mode, and it does not test whether the player can currently afford the blueprint — cost is enforced at placement (REQ-UI-BLUEPRINT-PLACE), consistently with C. Pressing V when no temporary blueprint exists does nothing: no mode is entered and any currently active mode is left untouched.

View File

@@ -32,15 +32,46 @@ std::vector<RecipeOutput> parseRecipeOutputs(const toml::array& arr,
RecipeOutput out;
out.item = utility::requireString(mt["item"], file, elemPath + ".item");
out.amount = static_cast<int>(utility::requireInt(mt["amount"], file, elemPath + ".amount"));
result.push_back(std::move(out));
}
return result;
}
// The several-group form: one [[recipe.output_group]] entry per possible result, each
// carrying its weight and the items it yields together (REQ-MAT-OUTPUT-GROUP).
std::vector<RecipeOutputGroup> parseOutputGroups(const toml::array& arr,
const std::string& file,
const std::string& path)
{
std::vector<RecipeOutputGroup> result;
result.reserve(arr.size());
for (std::size_t i = 0; i < arr.size(); ++i)
{
const std::string elemPath = path + "[" + std::to_string(i) + "]";
const toml::table* t = arr[i].as_table();
if (t == nullptr)
{
throw utility::makeError(file, elemPath, "not a table");
}
toml::table& mt = const_cast<toml::table&>(*t);
RecipeOutputGroup group;
const toml::array& items =
utility::requireArray(mt["items"], file, elemPath + ".items");
group.items = parseRecipeOutputs(items, file, elemPath + ".items");
if (group.items.empty())
{
throw utility::makeError(file, elemPath + ".items", "produces nothing");
}
if (const std::optional<double> p = mt["probability"].value<double>())
{
out.probability = *p;
group.probability = *p;
}
else if (const std::optional<int64_t> p = mt["probability"].value<int64_t>())
{
out.probability = static_cast<double>(*p);
group.probability = static_cast<double>(*p);
}
result.push_back(std::move(out));
result.push_back(std::move(group));
}
return result;
}
@@ -91,8 +122,34 @@ RecipesConfig ConfigLoader::loadRecipes(const std::string& path)
def.inputs = utility::parseIngredients(inputs, file, elemPath + ".inputs");
}
const toml::array& outputs = utility::requireArray(mt["outputs"], file, elemPath + ".outputs");
def.outputs = parseRecipeOutputs(outputs, file, elemPath + ".outputs");
// Either form, never both (REQ-MAT-OUTPUT-GROUP): `outputs` is the single-group
// shorthand that all but the reprocessing recipes use, `output_group` the several-
// group form. The shorthand carries no weight -- with one group nothing is picked.
const bool hasOutputs = mt.contains("outputs");
const bool hasGroups = mt.contains("output_group");
if (hasOutputs && hasGroups)
{
throw utility::makeError(file, elemPath,
"has both 'outputs' and 'output_group'; use one or the other");
}
if (hasGroups)
{
const toml::array& groups =
utility::requireArray(mt["output_group"], file, elemPath + ".output_group");
def.outputGroups = parseOutputGroups(groups, file, elemPath + ".output_group");
if (def.outputGroups.empty())
{
throw utility::makeError(file, elemPath + ".output_group", "is empty");
}
}
else
{
const toml::array& outputs =
utility::requireArray(mt["outputs"], file, elemPath + ".outputs");
RecipeOutputGroup group;
group.items = parseRecipeOutputs(outputs, file, elemPath + ".outputs");
def.outputGroups.push_back(std::move(group));
}
cfg.recipes.push_back(std::move(def));
}

View File

@@ -1,5 +1,6 @@
#pragma once
#include <algorithm>
#include <optional>
#include <string>
#include <vector>
@@ -14,14 +15,22 @@ struct RecipeIngredient
int amount;
};
// One entry in [[recipe]].outputs. For reprocessing_plant recipes, probability
// is populated and outputs are rolled with weighted pick at cycle start
// (REQ-BLD-REPROCESSING, REQ-MAT-CYCLE). For other buildings, probability is
// std::nullopt and all outputs are produced on every cycle.
// One item produced by an output group -- amount units of a named item
// (REQ-MAT-OUTPUT-GROUP).
struct RecipeOutput
{
std::string item;
int amount;
};
// One possible result of a production cycle: the items it yields, produced together, and
// the weight this group is picked with among the recipe's groups (REQ-MAT-OUTPUT-GROUP).
// A recipe with a single group always produces it, so the weight is meaningful only where
// there are several -- which is the only difference between what used to be called a
// deterministic and a probabilistic recipe.
struct RecipeOutputGroup
{
std::vector<RecipeOutput> items;
std::optional<double> probability;
};
@@ -30,7 +39,8 @@ struct RecipeDef
std::string id; // Unique recipe id; used by UI for selection.
BuildingType building; // Which BuildingType can run this recipe.
std::vector<RecipeIngredient> inputs;
std::vector<RecipeOutput> outputs;
// Never empty: one group is the ordinary recipe (REQ-MAT-OUTPUT-GROUP).
std::vector<RecipeOutputGroup> outputGroups;
double durationSeconds;
// Assembler only. When true, this recipe is available from game start
// regardless of the implicit item graph — used for base recipes that no
@@ -40,6 +50,38 @@ struct RecipeDef
bool unlockedAtStart = false;
};
// Every distinct item any group of this recipe can produce, in config order. Most callers
// only want to know what a recipe can make at all -- which items it has buffers for, which
// recipes produce an item -- and not which group yields what.
inline std::vector<std::string> getProducibleItems(const RecipeDef& recipe)
{
std::vector<std::string> items;
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
for (const RecipeOutput& out : group.items)
{
if (std::find(items.begin(), items.end(), out.item) == items.end())
{
items.push_back(out.item);
}
}
}
return items;
}
// True when some group of this recipe yields the given item.
inline bool producesItem(const RecipeDef& recipe, const std::string& itemId)
{
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
for (const RecipeOutput& out : group.items)
{
if (out.item == itemId) { return true; }
}
}
return false;
}
struct RecipesConfig
{
std::vector<RecipeDef> recipes;

View File

@@ -63,4 +63,19 @@ struct ShipsConfig
}
return nullptr;
}
// The definition to configure a layout against, or nullptr when there is no layout
// to configure: no schematic is selected at all (the empty id the "(None)" option
// sets, REQ-UI-SELECT-OPTIONS), the id names no ship, or the ship defines no layout
// grid. Every entry to the layout configuration dialog asks this before opening it
// and the panel asks it before offering the button that opens it, so the dialog
// cannot appear over a grid with no cells (REQ-MOD-UI-DIALOG, REQ-MOD-UI-PREVIEW,
// REQ-MOD-UI-AUTO-DIALOG).
const ShipDef* findLayoutShipDef(const std::string& id) const
{
if (id.empty()) { return nullptr; }
const ShipDef* def = findShipDef(id);
if (!def || def->layout.empty()) { return nullptr; }
return def;
}
};

View File

@@ -135,6 +135,17 @@ void BuildModeController::exitCurrentMode()
enterMode(BuildMode::None);
}
void BuildModeController::clearHover()
{
m_ghostTile.reset();
m_ghostValid = false;
m_tunnelGhostType = BuildingType::TunnelEntry;
m_tunnelPartnerTile.reset();
m_blueprintGhostTile.reset();
m_hoveredGhostIsTransfer = false;
m_deconstructHoverBuildingId.reset();
}
BuildingType BuildModeController::getBuilderType() const
{
return m_builderType;
@@ -150,7 +161,7 @@ BuildingType BuildModeController::getEffectiveBuilderType() const
return isTunnelMode() ? m_tunnelGhostType : m_builderType;
}
QPoint BuildModeController::getGhostTile() const
const std::optional<QPoint>& BuildModeController::getGhostTile() const
{
return m_ghostTile;
}
@@ -240,7 +251,7 @@ Blueprint& BuildModeController::getMutableBlueprint()
return m_blueprint;
}
QPoint BuildModeController::getBlueprintGhostTile() const
const std::optional<QPoint>& BuildModeController::getBlueprintGhostTile() const
{
return m_blueprintGhostTile;
}

View File

@@ -54,6 +54,15 @@ public:
// Backs out of whichever mode is active, if any (the Q key and right-click).
void exitCurrentMode();
// --- hover ----------------------------------------------------------------
// Drops everything that follows from a cursor pointing at the world — both
// ghost tiles, placement validity, the resolved tunnel end, the transfer flag,
// the deconstruct hover — for a cursor that points at no tile at all, because it
// rests on a panel or has left the window (REQ-BLD-GHOST). The active mode is
// untouched: the player is still building, just not over anything. A belt drag's
// path is untouched too, since a drag keeps hovering while the button is held.
void clearHover();
// --- builder mode ---------------------------------------------------------
// Only meaningful while isBuilderMode().
BuildingType getBuilderType() const;
@@ -64,7 +73,9 @@ public:
// tunnel mode, the plain builder type otherwise.
BuildingType getEffectiveBuilderType() const;
QPoint getGhostTile() const;
// Unset while the cursor points at no tile (clearHover), which is the one case
// where builder mode draws no ghost at all.
const std::optional<QPoint>& getGhostTile() const;
Rotation getGhostRotation() const;
bool isGhostValid() const;
void setGhostTile(QPoint tile);
@@ -92,7 +103,8 @@ public:
// Mutable so the caller can rotate the layout in place; rotating a blueprint
// needs building footprints from the config, which does not belong here.
Blueprint& getMutableBlueprint();
QPoint getBlueprintGhostTile() const;
// Unset for a cursor pointing at no tile, as for the builder ghost above.
const std::optional<QPoint>& getBlueprintGhostTile() const;
void setBlueprintGhostTile(QPoint tile);
// Whether the ghost under the cursor would hand its settings to the building
@@ -115,7 +127,7 @@ private:
BuildMode m_mode = BuildMode::None;
BuildingType m_builderType = BuildingType::Belt;
QPoint m_ghostTile;
std::optional<QPoint> m_ghostTile;
Rotation m_ghostRotation = Rotation::East;
bool m_ghostValid = false;
BuildingType m_tunnelGhostType = BuildingType::TunnelEntry;
@@ -125,9 +137,9 @@ private:
QPoint m_beltDragAnchor;
std::vector<BeltPathTile> m_beltDragPath;
Blueprint m_blueprint;
QPoint m_blueprintGhostTile;
bool m_hoveredGhostIsTransfer = false;
Blueprint m_blueprint;
std::optional<QPoint> m_blueprintGhostTile;
bool m_hoveredGhostIsTransfer = false;
std::optional<BuildingId> m_deconstructHoverBuildingId;
};

View File

@@ -17,6 +17,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/WorldCoordinates.h
${CMAKE_CURRENT_SOURCE_DIR}/WorldCamera.h
${CMAKE_CURRENT_SOURCE_DIR}/FloatingPanelPlacement.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionBox.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionController.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildModeController.h
${CMAKE_CURRENT_SOURCE_DIR}/ControlAction.h

View File

@@ -31,7 +31,9 @@ struct MouseBindingEntry
// Resolution is first-match-wins over these tables, so an entry that must beat another
// on the same input is listed above it -- CancelBeltLine before ExitMode on the right
// mouse button. Everything else is disjoint by availability.
// mouse button. Everything else is disjoint by availability: Q carries three actions
// whose availability rules partition the situations between them, so their order here is
// the order the reader meets them and nothing more (REQ-UI-HOTKEYS).
const KeyBindingEntry KEY_BINDINGS[] = {
{ControlAction::Move, Qt::Key_A, Qt::NoModifier},
{ControlAction::Move, Qt::Key_D, Qt::NoModifier},
@@ -48,8 +50,9 @@ const KeyBindingEntry KEY_BINDINGS[] = {
// nothing and is what puts "R" and "Shift+R" on the row.
{ControlAction::Rotate, Qt::Key_R, Qt::NoModifier},
{ControlAction::Rotate, Qt::Key_R, Qt::ShiftModifier},
{ControlAction::EnterDeconstruct, Qt::Key_Q, Qt::NoModifier},
{ControlAction::ExitMode, Qt::Key_Q, Qt::NoModifier},
{ControlAction::ClearSelection, Qt::Key_Q, Qt::NoModifier},
{ControlAction::EnterDeconstruct, Qt::Key_Q, Qt::NoModifier},
{ControlAction::OpenMenu, Qt::Key_Escape, Qt::NoModifier},
};
@@ -114,9 +117,21 @@ bool isControlActionAvailable(ControlAction action, const ControlContext& contex
case ControlAction::SelectArea:
case ControlAction::AddToSelection:
case ControlAction::AddAreaToSelection:
case ControlAction::EnterDeconstruct:
return context.mode == BuildMode::None;
// The three cases of Q, in the order REQ-UI-HOTKEYS evaluates them: it leaves the
// active mode, else clears the selection, else enters deconstruct mode. A selection
// and a build mode never coexist (REQ-UI-SELECTION-EXCLUSIVE), so the first two are
// already disjoint; what the empty-selection condition below adds is the third step,
// which is why entering deconstruct mode by key takes two presses while something is
// selected -- the Deconstruct button still gets there in one click.
case ControlAction::ClearSelection:
return context.mode == BuildMode::None
&& context.selection != ControlSelection::None;
case ControlAction::EnterDeconstruct:
return context.mode == BuildMode::None
&& context.selection == ControlSelection::None;
// Both need something a blueprint can be made of; a selection of ships or debris
// leaves them inert (REQ-UI-HOTKEYS).
case ControlAction::CopyTemporary:
@@ -209,13 +224,16 @@ std::vector<ControlAction> getContextActions(const ControlContext& context)
return filterAvailable({ControlAction::ToggleDeconstruct,
ControlAction::DeconstructArea, ControlAction::ExitMode},
context);
// ClearSelection is listed last for the same reason ExitMode is above: the row that
// backs the player out of the context sits at the bottom of the context's rows
// wherever there is one (REQ-UI-CONTROLS-CONTENT).
case ControlContextKind::Selection:
return filterAvailable({ControlAction::Select, ControlAction::SelectArea,
ControlAction::AddToSelection,
ControlAction::AddAreaToSelection,
ControlAction::EnterDeconstruct,
ControlAction::CopyTemporary,
ControlAction::CreateBlueprint},
ControlAction::CreateBlueprint,
ControlAction::ClearSelection},
context);
case ControlContextKind::General:
break;

View File

@@ -54,6 +54,7 @@ enum class ControlAction
// No build mode active, with something selected.
CopyTemporary,
CreateBlueprint,
ClearSelection,
// Builder and blueprint placement mode.
Place,
@@ -109,7 +110,10 @@ enum class ControlContextKind
struct ControlContext
{
BuildMode mode = BuildMode::None;
BuildingType builderType = BuildingType::Belt; // while mode == Builder
// While mode == Builder: the type a click would place at the current hover position,
// not the type the mode was entered with — tunnel mode resolves to either end
// (REQ-BLD-TUNNEL-MODE).
BuildingType builderType = BuildingType::Belt;
bool draggingBelt = false;
// A single-building blueprint whose ghost is over a configuration-transfer target,
// so clicking hands over settings rather than placing (REQ-UI-BLUEPRINT-TRANSFER).

View File

@@ -57,12 +57,13 @@ int getAvailableBottomPx(const QRect& band, const std::vector<QRect>& occupiedRe
}
PanelSide chooseSide(const QRect& band, const QRect& anchorRect, int widthPx,
int marginPx)
int selectionGapPx)
{
// What each side offers: the gap between the anchor and that edge of the band, less
// the margin the panel keeps from the anchor.
const int roomRightPx = band.right() - anchorRect.right() - marginPx;
const int roomLeftPx = anchorRect.left() - band.left() - marginPx;
// What each side offers: the room between the anchor and that edge of the band, less
// the gap the panel keeps from the anchor. The band's own inset from the view has
// already taken the edge margin off.
const int roomRightPx = band.right() - anchorRect.right() - selectionGapPx;
const int roomLeftPx = anchorRect.left() - band.left() - selectionGapPx;
if (roomRightPx >= widthPx)
{
@@ -79,20 +80,20 @@ PanelSide chooseSide(const QRect& band, const QRect& anchorRect, int widthPx,
QRect placeBesideAnchor(const QRect& band, const QRect& anchorRect, PanelSide side,
QSize wantedSize, const std::vector<QRect>& occupiedRects,
int marginPx)
int selectionGapPx, int marginPx)
{
const int widthPx = std::min(wantedSize.width(), band.width());
// Against the anchor on the chosen side, growing away from it: the edge facing the
// A gap from the anchor on the chosen side, growing away from it: the edge facing the
// selection is the one that stays put as the panel's content resizes. A panel that
// does not fit there is pushed back inside the view rather than hanging off it, which
// is what puts it over the selection when neither side had room.
const int wantedLeftPx = (side == PanelSide::Right)
? anchorRect.right() + marginPx + 1
: anchorRect.left() - marginPx - widthPx;
? anchorRect.right() + selectionGapPx + 1
: anchorRect.left() - selectionGapPx - widthPx;
// Top-aligned with the anchor, then lifted by however much of it hangs below what is
// free.
// Top-aligned with the anchor -- the gap separates the two horizontally and plays no
// part here -- then lifted by however much of the panel hangs below what is free.
return fitInBand(band, wantedLeftPx, anchorRect.top(), wantedSize, occupiedRects,
marginPx);
}

View File

@@ -10,6 +10,12 @@
// owner places them in one ordered pass, each into the space the earlier ones left free,
// and these are the rules they place themselves by. Pure geometry -- no widget is
// involved, which is what lets the rules be tested without a display.
//
// Two distances run through these rules and are deliberately different (see
// REQ-UI-SELECTION-PANEL). marginPx is the edge margin: what a widget keeps from the
// view's edges and from the widgets it steps around. selectionGapPx is the gap the
// selection panel keeps from the selection it describes -- half a tile, which is the
// wider of the two, so the panel stands clear of the objects rather than touching them.
// The lowest bottom edge available to a widget occupying the horizontal span
// [leftPx, rightPx] inside band: the band's own bottom, or marginPx above the topmost
@@ -29,19 +35,21 @@ enum class PanelSide
// The side a panel widthPx wide takes beside anchorRect: the right of it where it fits
// within band, otherwise the left, and where it fits on neither, whichever side leaves
// more room -- the one case in which the panel ends up over the selection
// (REQ-UI-SELECTION-PANEL). Decided once when the selection starts and kept for as long
// as it lasts, so a card that grows later never flips the panel across the object.
// (REQ-UI-SELECTION-PANEL). The room a side offers is what is left of it once the panel's
// gap from the selection is taken off. Decided once when the selection starts and kept for
// as long as it lasts, so a card that grows later never flips the panel across the object.
PanelSide chooseSide(const QRect& band, const QRect& anchorRect, int widthPx,
int marginPx);
int selectionGapPx);
// Where a panel of wantedSize stands beside anchorRect on the given side: separated from
// it by marginPx and growing away from it, its top edge on the anchor's top edge, pushed
// inside band and above whatever occupies it. The returned height is short of
// wantedSize's when there was not enough room, which is the caller's cue to scroll its
// content (REQ-UI-SELECTION-PANEL).
// it by selectionGapPx and growing away from it, its top edge on the anchor's top edge,
// pushed inside band and above whatever occupies it. The gap is horizontal only -- the
// panel's top sits level with the anchor's, however wide the gap. The returned height is
// short of wantedSize's when there was not enough room, which is the caller's cue to
// scroll its content (REQ-UI-SELECTION-PANEL).
QRect placeBesideAnchor(const QRect& band, const QRect& anchorRect, PanelSide side,
QSize wantedSize, const std::vector<QRect>& occupiedRects,
int marginPx);
int selectionGapPx, int marginPx);
// Where a panel of wantedSize stands once the player has dragged it to desiredTopLeftPx:
// at that point, by the same rules that place it beside a selection -- pushed inside band,

View File

@@ -0,0 +1,34 @@
#pragma once
#include <QPoint>
#include <QRectF>
#include <QVector2D>
// The coverage rules of a selection box (REQ-UI-MULTI-SELECT, REQ-BLD-DECONSTRUCT-BOX).
//
// The box is a rectangle in world coordinates — tiles as the unit, but fractional,
// because the drag follows the mouse and is not snapped to the tile grid. The two
// rules below are the whole of what "covered by the box" means; they live here so the
// building query and the entity queries answer it identically.
//
// Both callers pass a normalized rectangle: neither rule normalizes on its own.
// Whether the box overlaps the unit square of `tile` — the rule for anything that
// occupies whole tiles (buildings, construction sites, defence station bodies). The
// comparisons are inclusive, so a box that only grazes the tile's edge still covers
// it, and a box with no area covers the tile it lies on.
inline bool boxCoversTile(const QRectF& worldBox, QPoint tile)
{
return worldBox.left() <= static_cast<qreal>(tile.x()) + 1.0
&& worldBox.right() >= static_cast<qreal>(tile.x())
&& worldBox.top() <= static_cast<qreal>(tile.y()) + 1.0
&& worldBox.bottom() >= static_cast<qreal>(tile.y());
}
// Whether the box contains `worldPos` — the rule for anything that has a position
// rather than a footprint (ships, debris). Their centre is what the box must enclose,
// so that what the rectangle visibly holds is what the drag selects.
inline bool boxCoversPoint(const QRectF& worldBox, QVector2D worldPos)
{
return worldBox.contains(QPointF(worldPos.x(), worldPos.y()));
}

View File

@@ -25,6 +25,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/SpeedStepRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/GhostRotationRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/ModeCancelRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/SelectionClearRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/DebugDrawToggleRequestedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/DeconstructModeChangedEvent.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingTypeSelectedEvent.h

View File

@@ -15,11 +15,17 @@
// is while the selection grows; and because the rectangle is screen space frozen at that
// moment, scrolling the view or a selected ship flying off does not move the panel
// either.
//
// The gap the panel keeps from that rectangle travels with it, for the same reason: it is
// half a tile as the tile stood in this moment (REQ-UI-SELECTION-PANEL, REQ-GW-TILE-SIZE)
// and stays that for as long as the selection lasts, a rectangle frozen in one moment
// having no meaningful distance to a tile size measured in another.
class SelectionAnchorChangedEvent : public Event
{
public:
explicit SelectionAnchorChangedEvent(QRect rectPx)
: rectPx(rectPx) {}
SelectionAnchorChangedEvent(QRect rectPx, int selectionGapPx)
: rectPx(rectPx), selectionGapPx(selectionGapPx) {}
const QRect rectPx;
const int selectionGapPx;
};

View File

@@ -0,0 +1,11 @@
#pragma once
#include "Event.h"
// The player pressed the key that drops the current selection (REQ-UI-HOTKEYS). Separate
// from ModeCancelRequestedEvent although both are Q: which of the two a press means is
// settled by the action table, and an event that meant either would force the receiver to
// decide it a second time.
class SelectionClearRequestedEvent : public Event
{
};

View File

@@ -12,27 +12,27 @@
namespace
{
// Folds the output capacities one recipe implies into `caps`: twice each produced
// item's per-cycle amount (REQ-MAT-OUTPUT-BUFFER). A Reprocessing Plant rolls exactly
// one of its outputs per cycle (REQ-BLD-REPROCESSING), so its per-cycle amount for an
// item is that one outcome's amount rather than a sum over the entries.
// Folds the output capacities one recipe implies into `caps`: twice each produced item's
// per-cycle amount (REQ-MAT-OUTPUT-BUFFER). A cycle yields exactly one output group
// (REQ-MAT-OUTPUT-GROUP), so an item's per-cycle amount is the largest total any single
// group produces of it -- summed within a group, whose items come together, and taken at
// its maximum across groups, of which only one ever happens.
//
// Where a cap is already present the larger wins, which is how an auto-recipe building
// unions the recipes of its type -- the same rule its input caps follow.
void addOutputCaps(std::map<ItemType, int>& caps, BuildingType type,
const RecipeDef& recipe)
// Where a cap is already present the larger wins, which is how a cap unions across the
// recipes it could be sized over -- the same rule the input caps follow.
void addOutputCaps(std::map<ItemType, int>& caps, const RecipeDef& recipe)
{
std::map<ItemType, int> perCycle;
for (const RecipeOutput& out : recipe.outputs)
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
const ItemType item{out.item};
if (type == BuildingType::ReprocessingPlant)
std::map<ItemType, int> inGroup;
for (const RecipeOutput& out : group.items)
{
perCycle[item] = std::max(perCycle[item], out.amount);
inGroup[ItemType{out.item}] += out.amount;
}
else
for (const std::pair<const ItemType, int>& entry : inGroup)
{
perCycle[item] += out.amount;
perCycle[entry.first] = std::max(perCycle[entry.first], entry.second);
}
}
@@ -57,7 +57,7 @@ void initBuffers(Building& b, const RecipeDef& recipe)
b.outputBuffer.items.clear();
b.outputBuffer.caps.clear();
addOutputCaps(b.outputBuffer.caps, b.type, recipe);
addOutputCaps(b.outputBuffer.caps, recipe);
}
void initShipyardBuffers(const GameConfig& config, Building& b)

View File

@@ -48,29 +48,62 @@ BuildingSystem::BuildingSystem(const GameConfig& config,
// ---------------------------------------------------------------------------
std::vector<Item> BuildingSystem::rollReprocessingOutput(const RecipeDef& recipe)
namespace
{
std::vector<const RecipeOutput*> eligible;
std::vector<double> weights;
for (const RecipeOutput& out : recipe.outputs)
// The items of one group, produced together (REQ-MAT-OUTPUT-GROUP).
std::vector<Item> itemsOf(const RecipeOutputGroup& group)
{
std::vector<Item> result;
for (const RecipeOutput& out : group.items)
{
if (!m_isItemUnlocked(out.item)) { continue; }
eligible.push_back(&out);
weights.push_back(out.probability.value_or(1.0));
Item item;
item.type.id = out.item;
for (int i = 0; i < out.amount; ++i)
{
result.push_back(item);
}
}
return result;
}
} // namespace
std::vector<Item> BuildingSystem::rollOutputGroup(const RecipeDef& recipe)
{
// One group: nothing to choose, so no weight is read, no draw is made, and no
// eligibility is tested (REQ-MAT-OUTPUT-GROUP, REQ-LOCK-OUTPUT-POOL).
//
// Not drawing matters beyond speed. A draw here would consume entropy for every
// ordinary recipe, shifting every later random outcome and invalidating recorded
// replays. And eligibility must not apply either: implicit unlocking is derived from
// demand, so an ordinary recipe's output can be perfectly producible while nothing
// yet calls for it -- testing it here would stop the building producing at all.
if (recipe.outputGroups.size() == 1)
{
return itemsOf(recipe.outputGroups.front());
}
// Several groups: only those whose items are all unlocked can be picked, and a group
// holding any locked item is dropped whole, since its items come together
// (REQ-LOCK-OUTPUT-POOL). Weights are renormalized over what is left by
// discrete_distribution.
std::vector<const RecipeOutputGroup*> eligible;
std::vector<double> weights;
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
bool allUnlocked = true;
for (const RecipeOutput& out : group.items)
{
if (!m_isItemUnlocked(out.item)) { allUnlocked = false; break; }
}
if (!allUnlocked) { continue; }
eligible.push_back(&group);
weights.push_back(group.probability.value_or(1.0));
}
if (eligible.empty()) { return {}; }
std::discrete_distribution<int> dist(weights.begin(), weights.end());
const RecipeOutput& chosen = *eligible[static_cast<std::size_t>(dist(m_rng))];
std::vector<Item> result;
Item item;
item.type.id = chosen.item;
for (int i = 0; i < chosen.amount; ++i)
{
result.push_back(item);
}
return result;
return itemsOf(*eligible[static_cast<std::size_t>(dist(m_rng))]);
}
// ---------------------------------------------------------------------------
@@ -572,25 +605,11 @@ void BuildingSystem::tickProduction(FactoryState& state, Tick currentTick)
continue;
}
// 3. Determine chosen outputs (roll for reprocessing).
std::vector<Item> chosen;
if (building.type == BuildingType::ReprocessingPlant)
{
chosen = rollReprocessingOutput(*recipe);
if (chosen.empty()) { continue; }
}
else
{
for (const RecipeOutput& out : recipe->outputs)
{
Item item;
item.type.id = out.item;
for (int i = 0; i < out.amount; ++i)
{
chosen.push_back(item);
}
}
}
// 3. Settle what this cycle produces: its one output group, picked by weight only
// where the recipe has several (REQ-MAT-OUTPUT-GROUP). Empty means every group
// was ineligible, so there is nothing to run.
std::vector<Item> chosen = rollOutputGroup(*recipe);
if (chosen.empty()) { continue; }
// 4. Consume inputs and start cycle.
for (const RecipeIngredient& ing : recipe->inputs)

View File

@@ -224,11 +224,11 @@ private:
// (ignoring output-buffer space); drives the Starved/Blocked distinction of
// the status light (REQ-UI-STATUS-LIGHT).
// Buffers for an auto-recipe building (Smelter, Reprocessing Plant): input
// caps span the union of every recipe of the building's type; no player
// recipe is selected (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
// Core input-edge scan shared by operational buildings and construction sites.
std::vector<Item> rollReprocessingOutput(const RecipeDef& recipe);
// What one cycle of this recipe produces: the items of its one output group
// (REQ-MAT-OUTPUT-GROUP). Where the recipe has several, one is picked by weight from
// those currently eligible (REQ-LOCK-OUTPUT-POOL) and the result is empty if none is;
// where it has one, that group is returned with no draw and no eligibility test.
std::vector<Item> rollOutputGroup(const RecipeDef& recipe);
const GameConfig& m_config;

View File

@@ -4,6 +4,7 @@
#include <cmath>
#include "EntityAdmin.h"
#include "SelectionBox.h"
#include "PositionComponent.h"
#include "DebrisComponent.h"
#include "ShipIdentityComponent.h"
@@ -82,45 +83,29 @@ entt::entity debrisAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
return bestDebris;
}
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB)
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, const QRectF& worldBox)
{
const int minX = std::min(tileA.x(), tileB.x());
const int maxX = std::max(tileA.x(), tileB.x());
const int minY = std::min(tileA.y(), tileB.y());
const int maxY = std::max(tileA.y(), tileB.y());
std::vector<entt::entity> result;
admin.forEach<DebrisComponent, PositionComponent>(
[&](entt::entity entity, const DebrisComponent& /*sd*/, const PositionComponent& pos)
{
const int tileX = static_cast<int>(std::floor(pos.value.x()));
const int tileY = static_cast<int>(std::floor(pos.value.y()));
if (tileX >= minX && tileX <= maxX && tileY >= minY && tileY <= maxY)
{
result.push_back(entity);
}
if (boxCoversPoint(worldBox, pos.value)) { result.push_back(entity); }
});
return result;
}
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB)
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, const QRectF& worldBox)
{
const int minX = std::min(tileA.x(), tileB.x());
const int maxX = std::max(tileA.x(), tileB.x());
const int minY = std::min(tileA.y(), tileB.y());
const int maxY = std::max(tileA.y(), tileB.y());
std::vector<entt::entity> result;
// Stations: included when any occupied body cell lies in the box.
// Stations occupy whole tiles: included when the box overlaps any occupied cell.
admin.forEach<StationBodyComponent, HealthComponent>(
[&](entt::entity entity, const StationBodyComponent& sb, const HealthComponent& h)
{
if (h.hp <= 0.0f) { return; }
for (const QPoint& cell : sb.bodyCells)
{
if (cell.x() >= minX && cell.x() <= maxX
&& cell.y() >= minY && cell.y() <= maxY)
if (boxCoversTile(worldBox, cell))
{
result.push_back(entity);
return;
@@ -128,19 +113,15 @@ std::vector<entt::entity> actorsInBox(EntityAdmin& admin, QPoint tileA, QPoint t
}
});
// Ships: included when the floored position tile lies in the box. Requiring
// ShipIdentityComponent excludes the HQ proxy and any station bodies.
// Ships have a position rather than a footprint: included when the box contains
// that position. Requiring ShipIdentityComponent excludes the HQ proxy and any
// station bodies.
admin.forEach<ShipIdentityComponent, PositionComponent, HealthComponent>(
[&](entt::entity entity, const ShipIdentityComponent& /*id*/,
const PositionComponent& pos, const HealthComponent& h)
{
if (h.hp <= 0.0f) { return; }
const int tileX = static_cast<int>(std::floor(pos.value.x()));
const int tileY = static_cast<int>(std::floor(pos.value.y()));
if (tileX >= minX && tileX <= maxX && tileY >= minY && tileY <= maxY)
{
result.push_back(entity);
}
if (boxCoversPoint(worldBox, pos.value)) { result.push_back(entity); }
});
return result;

View File

@@ -3,6 +3,7 @@
#include <vector>
#include <QPoint>
#include <QRectF>
#include <QVector2D>
#include "entt/entity/entity.hpp"
@@ -16,13 +17,13 @@ entt::entity entityAtWorldPos(EntityAdmin& admin, QVector2D worldPos);
// after actors: entityAtWorldPos never returns debris (debris has no HealthComponent).
entt::entity debrisAtWorldPos(EntityAdmin& admin, QVector2D worldPos);
// Returns every piece of debris whose position falls within the inclusive tile rectangle
// spanned by tileA and tileB, in any corner order (REQ-UI-DEBRIS-MULTI-SELECT).
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB);
// Returns every piece of debris the selection box covers — that is, whose position it
// contains, per boxCoversPoint (REQ-UI-DEBRIS-MULTI-SELECT). `worldBox` is in world
// coordinates and normalized; it is not snapped to tiles.
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, const QRectF& worldBox);
// Returns every living actor (ship or defence station, player or enemy) that falls
// within the inclusive tile rectangle spanned by tileA and tileB, in any corner order
// (REQ-UI-MULTI-SELECT, REQ-UI-ENTITY-CLICK-SELECT). A ship is included when its floored
// position tile lies in the box; a station is included when any of its body cells does.
// Dead actors (hp <= 0) and the HQ proxy are excluded.
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB);
// Returns every living actor (ship or defence station, player or enemy) the selection
// box covers (REQ-UI-MULTI-SELECT, REQ-UI-ENTITY-CLICK-SELECT): a ship when the box
// contains its position, a station when the box overlaps any of its body cells — the
// two rules of SelectionBox.h. Dead actors (hp <= 0) and the HQ proxy are excluded.
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, const QRectF& worldBox);

View File

@@ -5,6 +5,7 @@
#include "PortGeometry.h"
#include "ProductionRules.h"
#include "SelectionBox.h"
#include "SurfaceMask.h"
#include "Item.h"
@@ -185,22 +186,13 @@ getSiteSplitterInfo(const FactoryState& state, const GameConfig& config, Buildin
std::vector<BuildingId> buildingsInBox(const FactoryState& state,
QPoint cornerA, QPoint cornerB)
const QRectF& worldBox)
{
const int x0 = std::min(cornerA.x(), cornerB.x());
const int y0 = std::min(cornerA.y(), cornerB.y());
const int x1 = std::max(cornerA.x(), cornerB.x());
const int y1 = std::max(cornerA.y(), cornerB.y());
const auto covers = [&](const std::vector<QPoint>& bodyCells)
{
for (const QPoint& cell : bodyCells)
{
if (cell.x() >= x0 && cell.x() <= x1
&& cell.y() >= y0 && cell.y() <= y1)
{
return true;
}
if (boxCoversTile(worldBox, cell)) { return true; }
}
return false;
};

View File

@@ -3,6 +3,7 @@
#include <vector>
#include <QPoint>
#include <QRectF>
#include <QVector2D>
#include "Building.h"
@@ -71,11 +72,12 @@ std::optional<BeltSystem::SplitterInfo> getSiteSplitterInfo(const FactoryState&
const GameConfig& config,
BuildingId id);
// Ids of all buildings and construction sites whose footprint intersects the tile
// box spanned by the two (unordered) corner tiles (REQ-UI-MULTI-SELECT,
// REQ-BLD-DECONSTRUCT-BOX).
// Ids of all buildings and construction sites the selection box covers — those with
// a body cell the box overlaps, per boxCoversTile (REQ-UI-MULTI-SELECT,
// REQ-BLD-DECONSTRUCT-BOX). `worldBox` is in world coordinates and normalized; it is
// not snapped to tiles.
std::vector<BuildingId> buildingsInBox(const FactoryState& state,
QPoint cornerA, QPoint cornerB);
const QRectF& worldBox);
// Every tunnel entry and exit, built or still a construction site, indexed by its
// single-cell tile. Shared by the placement preview and the selection highlight.

View File

@@ -154,33 +154,22 @@ bool outputBufferHasRoom(const Building& b, const ItemType& type, int itemCount)
bool recipeOutputsFit(const Building& b, const RecipeDef& recipe)
{
if (b.type == BuildingType::ReprocessingPlant)
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
// One roll yields one of these, so each is measured on its own -- but all of them
// have to fit, since which one it will be is not known yet.
for (const RecipeOutput& out : recipe.outputs)
// A group's items come together, so an item listed twice in one is produced in the
// sum of those amounts and judged once, as a sum.
std::map<ItemType, int> perCycle;
for (const RecipeOutput& out : group.items)
{
if (!outputBufferHasRoom(b, ItemType{out.item}, out.amount))
perCycle[ItemType{out.item}] += out.amount;
}
for (const std::pair<const ItemType, int>& entry : perCycle)
{
if (!outputBufferHasRoom(b, entry.first, entry.second))
{
return false;
}
}
return true;
}
// A deterministic cycle deposits all of its outputs together. An item listed more
// than once is produced in the sum of those amounts, so it is judged once, as a sum.
std::map<ItemType, int> perCycle;
for (const RecipeOutput& out : recipe.outputs)
{
perCycle[ItemType{out.item}] += out.amount;
}
for (const std::pair<const ItemType, int>& entry : perCycle)
{
if (!outputBufferHasRoom(b, entry.first, entry.second))
{
return false;
}
}
return true;
}

View File

@@ -64,12 +64,11 @@ bool hasInputsToStart(const GameConfig& config, const Building& b);
// counts against that material's capacity (REQ-MAT-OUTPUT-EMERGE, REQ-MAT-OUTPUT-BUFFER).
bool outputBufferHasRoom(const Building& b, const ItemType& type, int itemCount);
// True when every output a cycle of this recipe could produce would fit -- the gate a
// cycle has to pass before it may start (REQ-MAT-CYCLE). For a deterministic recipe that
// is its own outputs. A Reprocessing Plant rolls one of its outputs per cycle
// (REQ-BLD-REPROCESSING), so each possibility is judged on its own and all must fit: the
// roll is committed the moment the cycle starts, and testing every outcome rather than
// the rolled one is what keeps a stalled output belt from biasing the distribution.
// True when every one of the recipe's output groups would fit -- the gate a cycle has to
// pass before it may start (REQ-MAT-CYCLE, REQ-MAT-OUTPUT-GROUP). With a single group that
// is simply that group. With several the pick is committed the moment the cycle starts, so
// every outcome must fit: testing all of them rather than the picked one is what keeps a
// stalled output belt from biasing the distribution.
bool recipeOutputsFit(const Building& b, const RecipeDef& recipe);
// True when a production cycle could actually start right now: some candidate recipe

View File

@@ -97,35 +97,42 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
// values are raw from config; we normalize them per-recipe below).
std::map<std::string, std::vector<RecipeRef>> reprocessingRecipes;
// What decides which model an item's threat follows is the recipe's shape, not the
// building running it (REQ-MAT-OUTPUT-GROUP): a recipe with several groups yields one
// of them by chance, so its items cost the cycle divided by their odds; a recipe with
// one group yields it every cycle, so its items cost the cycle outright.
for (const RecipeDef& recipe : config.recipes.recipes)
{
if (recipe.building == BuildingType::ReprocessingPlant)
if (recipe.outputGroups.size() > 1)
{
// Compute the total weight across all outputs of this reprocessing recipe
// so we can normalize each output's probability.
// Total weight across the groups, so each group's probability normalizes.
double totalWeight = 0.0;
for (const RecipeOutput& out : recipe.outputs)
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
totalWeight += out.probability.value_or(1.0);
totalWeight += group.probability.value_or(1.0);
}
if (totalWeight <= 0.0)
{
continue;
}
for (const RecipeOutput& out : recipe.outputs)
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
RecipeRef ref;
ref.recipe = &recipe;
ref.outputItem = out.item;
ref.outputAmount = out.amount;
ref.probability = out.probability.value_or(1.0) / totalWeight;
reprocessingRecipes[out.item].push_back(ref);
const double probability = group.probability.value_or(1.0) / totalWeight;
for (const RecipeOutput& out : group.items)
{
RecipeRef ref;
ref.recipe = &recipe;
ref.outputItem = out.item;
ref.outputAmount = out.amount;
ref.probability = probability;
reprocessingRecipes[out.item].push_back(ref);
}
}
}
else
{
// Check whether this non-reprocessing recipe consumes scrap.
// Check whether this single-group recipe consumes scrap.
bool consumesScrap = false;
for (const RecipeIngredient& input : recipe.inputs)
{
@@ -136,7 +143,7 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
}
}
for (const RecipeOutput& out : recipe.outputs)
for (const RecipeOutput& out : recipe.outputGroups.front().items)
{
if (!consumesScrap)
{
@@ -288,8 +295,13 @@ ThreatCostTable computeThreatCostTable(const GameConfig& config)
scrapPerCycle += input.amount;
}
// Per unit: the cycle's cost, divided by the odds of getting this group
// at all and then by how many units that group yields (REQ-THREAT-ITEM).
const double perUnitDivisor =
ref.probability * static_cast<double>(ref.outputAmount);
if (perUnitDivisor <= 0.0) { continue; }
double threat = (table.scrapThreat * scrapPerCycle
+ ref.recipe->durationSeconds) / ref.probability;
+ ref.recipe->durationSeconds) / perUnitDivisor;
std::map<std::string, double>::iterator existing = resolved.find(item);
if (existing == resolved.end() || threat > existing->second)

View File

@@ -244,9 +244,9 @@ UnlockState::UnlockedSets UnlockState::computeUnlockedSets(
if (def.building == BuildingType::Assembler
&& (def.unlockedAtStart || unlockedRecipeSchematicIds.count(def.id) > 0))
{
for (const RecipeOutput& out : def.outputs)
for (const std::string& item : getProducibleItems(def))
{
result.itemIds.insert(out.item);
result.itemIds.insert(item);
}
}
}
@@ -272,9 +272,9 @@ UnlockState::UnlockedSets UnlockState::computeUnlockedSets(
continue;
}
bool producesUnlocked = false;
for (const RecipeOutput& out : recipe.outputs)
for (const std::string& item : getProducibleItems(recipe))
{
if (result.itemIds.count(out.item) > 0)
if (result.itemIds.count(item) > 0)
{
producesUnlocked = true;
break;

View File

@@ -288,6 +288,66 @@ TEST_CASE("The effective builder type follows the resolved tunnel end", "[buildm
REQUIRE(controller.getTunnelPartnerTile() == QPoint(5, 5));
}
TEST_CASE("Clearing the hover drops everything the cursor pointed at", "[buildmode]")
{
// A cursor that leaves the world hovers nothing, so the ghost and its resolved
// tunnel end go with it, while the mode itself stays active (REQ-BLD-GHOST).
BuildModeController controller;
controller.enterBuilderMode(BuildingType::TunnelEntry);
controller.setGhostTile(QPoint(7, 2));
controller.setGhostValidity(true);
controller.setTunnelGhost(BuildingType::TunnelExit, QPoint(5, 2));
controller.clearHover();
REQUIRE(controller.isBuilderMode());
REQUIRE_FALSE(controller.getGhostTile().has_value());
REQUIRE_FALSE(controller.isGhostValid());
REQUIRE(controller.getEffectiveBuilderType() == BuildingType::TunnelEntry);
REQUIRE_FALSE(controller.getTunnelPartnerTile().has_value());
}
TEST_CASE("Clearing the hover keeps a belt drag's path", "[buildmode]")
{
// A drag holds the button and goes on hovering wherever the cursor travels, so
// nothing clears it short of releasing or cancelling (REQ-BLD-BELT-DRAG).
BuildModeController controller;
controller.enterBuilderMode(BuildingType::Belt);
controller.beginBeltDrag(QPoint(3, 4));
controller.setBeltDragPath({BeltPathTile{QPoint(3, 4), Rotation::East}});
controller.clearHover();
REQUIRE(controller.isDraggingBelt());
REQUIRE(controller.getBeltDragPath().size() == 1);
}
TEST_CASE("Clearing the hover drops the blueprint ghost and its transfer", "[buildmode]")
{
BuildModeController controller;
controller.enterBlueprintMode(makeBlueprint());
controller.setBlueprintGhostTile(QPoint(9, 9));
controller.setHoveredGhostTransfer(true);
controller.clearHover();
REQUIRE(controller.isBlueprintMode());
REQUIRE_FALSE(controller.getBlueprintGhostTile().has_value());
REQUIRE_FALSE(controller.isHoveredGhostTransfer());
}
TEST_CASE("Clearing the hover drops the deconstruct hover", "[buildmode]")
{
BuildModeController controller;
controller.toggleDeconstructMode();
controller.setDeconstructHoverBuildingId(BuildingId(4));
controller.clearHover();
REQUIRE(controller.isDeconstructMode());
REQUIRE_FALSE(controller.getDeconstructHoverBuildingId().has_value());
}
TEST_CASE("A non-tunnel builder ignores any resolved tunnel end", "[buildmode]")
{
BuildModeController controller;

View File

@@ -11,6 +11,7 @@
#include <vector>
#include <QPoint>
#include <QRectF>
#include "BeltSystem.h"
#include "Building.h"
@@ -103,14 +104,20 @@ struct PlacementFixture
BuildingSystem bs;
// Defaults to the configured belt speed; pass kFastBeltSpeed_tps where the test
// needs items to arrive immediately.
explicit PlacementFixture(std::optional<double> beltSpeed_tps = std::nullopt)
// needs items to arrive immediately. Everything counts as unlocked unless the test
// says otherwise, which is what the output-group eligibility rule turns on
// (REQ-LOCK-OUTPUT-POOL).
explicit PlacementFixture(
std::optional<double> beltSpeed_tps = std::nullopt,
std::function<bool(const std::string&)> isItemUnlocked = nullptr)
: belts(beltSpeed_tps.value_or(cfg.world.beltSpeed_tps))
, bs(cfg, belts,
[this]() { return nextBuildingId++; },
[this](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; },
isItemUnlocked ? std::move(isItemUnlocked)
: std::function<bool(const std::string&)>(
[](const std::string&) { return true; }),
rng)
{
}
@@ -135,6 +142,26 @@ TEST_CASE("BuildingSystem: place miner occupies expected body tiles", "[building
REQUIRE_FALSE(isTileOccupied(f.state, QPoint(1, 1)));
}
TEST_CASE("buildingsInBox covers a body cell the box only reaches into", "[building]")
{
PlacementFixture f;
const BuildingId id = f.bs.place(f.state, BuildingType::Miner, QPoint(0, 0),
Rotation::East, 0).value();
// Body at (0,0),(1,0),(0,1). The box is unsnapped and lies wholly within cell
// (1,0) without filling it, which is enough: a building is covered when the box
// overlaps any of its body cells (REQ-UI-MULTI-SELECT, Coverage).
const std::vector<BuildingId> grazed =
buildingsInBox(f.state, QRectF(1.6, 0.4, 0.2, 0.2));
REQUIRE(grazed.size() == 1);
REQUIRE(grazed.front() == id);
// (1,1) is the output-port tile, not a body cell, so a box inside it covers
// nothing even though it is surrounded by the miner's cells.
REQUIRE(buildingsInBox(f.state, QRectF(1.2, 1.2, 0.5, 0.5)).empty());
}
// -- World-bounds rejection (REQ-BLD-PLACE-VALID) ---------------------------
TEST_CASE("BuildingSystem: place rejects a building above the world (y < 0)", "[building]")
@@ -927,6 +954,135 @@ TEST_CASE("BuildingSystem: setRecipe clears output buffer and active production"
// Reprocessing plant -- per-item output buffers (REQ-MAT-OUTPUT-BUFFER)
// ---------------------------------------------------------------------------
TEST_CASE("ConfigLoader: the outputs shorthand and one output_group load alike",
"[config]")
{
// `outputs = [...]` is exactly one group holding those items (REQ-MAT-OUTPUT-GROUP),
// so a recipe written either way behaves identically.
PlacementFixture f;
const RecipeDef* shorthand =
f.cfg.recipes.findRecipeDef("iron_ingot", BuildingType::Smelter);
REQUIRE(shorthand != nullptr);
REQUIRE(shorthand->outputGroups.size() == 1);
REQUIRE_FALSE(shorthand->outputGroups.front().probability.has_value());
// Sizing and the cycle gate read it as one group like any other.
Building smelter; smelter.type = BuildingType::Smelter;
smelter.recipeId = shorthand->id;
initBuffers(smelter, *shorthand);
REQUIRE(smelter.outputBuffer.caps.at(ItemType{"iron_ingot"})
== 2 * shorthand->outputGroups.front().items.front().amount);
REQUIRE(recipeOutputsFit(smelter, *shorthand));
}
TEST_CASE("BuildingSystem: a single-group recipe consumes no randomness", "[building]")
{
// Nothing is picked where there is one group, so no draw is made (REQ-MAT-OUTPUT-GROUP).
// Drawing here would consume entropy for every ordinary recipe and shift every later
// random outcome, which is what the two fixtures below would expose: they differ only
// in how far their generators have been advanced.
PlacementFixture quiet;
PlacementFixture advanced;
for (int i = 0; i < 50; ++i) { (void)advanced.rng(); }
Tick tickA = 0;
Tick tickB = 0;
const BuildingId a =
quiet.bs.place(quiet.state, BuildingType::Miner, QPoint(0, 0), Rotation::East, 0).value();
const BuildingId b =
advanced.bs.place(advanced.state, BuildingType::Miner, QPoint(0, 0), Rotation::East, 0).value();
quiet.bs.setRecipe(quiet.state, a, "mine_iron_ore");
advanced.bs.setRecipe(advanced.state, b, "mine_iron_ore");
const int ticks = static_cast<int>(secondsToTicks(10.0)) + 40;
runTicks(quiet.bs, quiet.cfg, quiet.state, quiet.belts, quiet.stock, ticks, tickA);
runTicks(advanced.bs, advanced.cfg, advanced.state, advanced.belts, advanced.stock,
ticks, tickB);
const Building* minerA = findBuilding(quiet.state, a);
const Building* minerB = findBuilding(advanced.state, b);
REQUIRE(minerA != nullptr);
REQUIRE(minerB != nullptr);
REQUIRE(minerA->getOutputItemCount() > 0);
REQUIRE(minerA->getOutputItemCount() == minerB->getOutputItemCount());
REQUIRE(minerA->production.has_value() == minerB->production.has_value());
}
TEST_CASE("BuildingSystem: a group's items are sized and gated together", "[building]")
{
// A group yields all of its items at once (REQ-MAT-OUTPUT-GROUP), so each is buffered
// at twice its own amount and the cycle needs room for all of them at once. No config
// recipe has a multi-item group yet, so one is built here.
PlacementFixture f;
RecipeDef recipe;
recipe.id = "multi_item_group";
recipe.building = BuildingType::Assembler;
recipe.durationSeconds = 1.0;
recipe.inputs.push_back(RecipeIngredient{"iron_ore", 1});
RecipeOutputGroup group;
group.items.push_back(RecipeOutput{"iron_ingot", 2});
group.items.push_back(RecipeOutput{"silicon", 1});
recipe.outputGroups.push_back(group);
Building assembler; assembler.type = BuildingType::Assembler;
initBuffers(assembler, recipe);
REQUIRE(assembler.outputBuffer.caps.at(ItemType{"iron_ingot"}) == 4);
REQUIRE(assembler.outputBuffer.caps.at(ItemType{"silicon"}) == 2);
// Both fit while both have room.
REQUIRE(recipeOutputsFit(assembler, recipe));
// One item of the group short of room blocks the whole cycle, even though the other
// still has plenty: the group cannot be produced in halves.
assembler.outputBuffer.items.push_back(makeItem("silicon"));
assembler.outputBuffer.items.push_back(makeItem("silicon"));
REQUIRE(outputBufferHasRoom(assembler, ItemType{"iron_ingot"}, 2));
REQUIRE_FALSE(outputBufferHasRoom(assembler, ItemType{"silicon"}, 1));
REQUIRE_FALSE(recipeOutputsFit(assembler, recipe));
}
TEST_CASE("BuildingSystem: a group with a locked item is never picked", "[building]")
{
// A group's items come together, so a group holding any locked item is dropped whole
// (REQ-LOCK-OUTPUT-POOL). Here only circuit_board is unlocked, so every cycle must
// yield that group however the weights are stacked -- iron_ingot's group carries the
// largest weight of the three and would dominate were the filter not applied.
PlacementFixture f(std::nullopt,
[](const std::string& id) { return id == "circuit_board"; });
Tick tick = 0;
const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant,
QPoint(0, 0), Rotation::East, 0).value();
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock,
static_cast<int>(secondsToTicks(25.0)) + 1, tick);
f.bs.setRecipe(f.state, id, "reprocessing_cycle");
// Run many cycles, refilling the scrap and draining the output each time so the plant
// never stalls. A broken filter would show iron_ingot within a few rounds.
int produced = 0;
for (int round = 0; round < 20; ++round)
{
f.bs.forEachBuilding(f.state, [](Building& building) {
if (building.type != BuildingType::ReprocessingPlant) { return; }
building.inputBuffer.counts[ItemType{"scrap"}] =
building.inputBuffer.caps.at(ItemType{"scrap"});
building.outputBuffer.items.clear();
for (std::vector<BeltItemSlot>& lane : building.emergingItems) { lane.clear(); }
});
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock,
static_cast<int>(secondsToTicks(3.0)) + 1, tick);
for (const Item& item : outputSideItems(*findBuilding(f.state, id)))
{
CHECK(item.type.id == "circuit_board");
++produced;
}
}
REQUIRE(produced > 0);
}
TEST_CASE("BuildingSystem: reprocessing plant sizes one output buffer per possible roll",
"[building]")
{
@@ -1834,9 +1990,10 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
// Sized the way the simulation sizes it (REQ-MAT-OUTPUT-BUFFER).
initBuffers(assembler, *assemblerRecipe);
const std::string outputItemId = assemblerRecipe->outputs.front().item;
const std::string outputItemId =
assemblerRecipe->outputGroups.front().items.front().item;
int cycleOutput = 0;
for (const RecipeOutput& out : assemblerRecipe->outputs)
for (const RecipeOutput& out : assemblerRecipe->outputGroups.front().items)
{
cycleOutput += out.amount;
}
@@ -1875,17 +2032,21 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
{
if (r.building != BuildingType::Assembler || r.inputs.empty()) { continue; }
int total = 0;
for (const RecipeOutput& out : r.outputs) { total += out.amount; }
for (const RecipeOutput& out : r.outputGroups.front().items)
{
total += out.amount;
}
if (total >= 2) { multiOutputRecipe = &r; break; }
}
REQUIRE(multiOutputRecipe != nullptr);
int cycleOutput = 0;
for (const RecipeOutput& out : multiOutputRecipe->outputs)
for (const RecipeOutput& out : multiOutputRecipe->outputGroups.front().items)
{
cycleOutput += out.amount;
}
const std::string outputItemId = multiOutputRecipe->outputs.front().item;
const std::string outputItemId =
multiOutputRecipe->outputGroups.front().items.front().item;
Building assembler; assembler.type = BuildingType::Assembler;
assembler.recipeId = multiOutputRecipe->id;
@@ -1924,7 +2085,7 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
}
}
REQUIRE(reprocessingRecipe != nullptr);
REQUIRE(reprocessingRecipe->outputs.size() >= 2);
REQUIRE(reprocessingRecipe->outputGroups.size() >= 2);
Building plant; plant.type = BuildingType::ReprocessingPlant;
plant.recipeId = reprocessingRecipe->id;
@@ -1939,8 +2100,10 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
// Fill one outcome's buffer and leave the rest untouched -> yellow, even though
// the other outcomes still have room.
const std::string firstItemId = reprocessingRecipe->outputs.front().item;
const std::string lastItemId = reprocessingRecipe->outputs.back().item;
const std::string firstItemId =
reprocessingRecipe->outputGroups.front().items.front().item;
const std::string lastItemId =
reprocessingRecipe->outputGroups.back().items.front().item;
for (int i = 0; i < plant.outputBuffer.caps.at(ItemType{firstItemId}); ++i)
{
plant.outputBuffer.items.push_back(makeItem(firstItemId));

View File

@@ -130,22 +130,26 @@ TEST_CASE("ConfigLoader loads the committed bin/config/ configs end-to-end", "[c
REQUIRE(*salvageBayIt->tooltip == "Drop-off point for salvage ships.");
REQUIRE_FALSE(minerIt->tooltip.has_value());
// recipes.toml reprocessing cycle has three weighted outputs.
// recipes.toml -- the reprocessing cycle is written as three weighted output groups,
// each yielding one item (REQ-MAT-OUTPUT-GROUP).
const auto reproIt = std::find_if(
cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(),
[](const RecipeDef& r) { return r.id == "reprocessing_cycle"; });
REQUIRE(reproIt != cfg.recipes.recipes.end());
REQUIRE(reproIt->building == BuildingType::ReprocessingPlant);
REQUIRE(reproIt->outputs.size() == 3);
REQUIRE(reproIt->outputs[0].probability.has_value());
REQUIRE(reproIt->outputGroups.size() == 3);
REQUIRE(reproIt->outputGroups[0].probability.has_value());
REQUIRE(reproIt->outputGroups[0].items.size() == 1);
// Non-reprocessing recipes don't carry probability.
// The `outputs = [...]` shorthand loads as one group carrying no weight: with a single
// group nothing is picked, so there is nothing to weigh.
const auto ironIngotIt = std::find_if(
cfg.recipes.recipes.begin(), cfg.recipes.recipes.end(),
[](const RecipeDef& r) { return r.id == "iron_ingot"; });
REQUIRE(ironIngotIt != cfg.recipes.recipes.end());
REQUIRE(ironIngotIt->outputs.size() == 1);
REQUIRE_FALSE(ironIngotIt->outputs[0].probability.has_value());
REQUIRE(ironIngotIt->outputGroups.size() == 1);
REQUIRE(ironIngotIt->outputGroups[0].items.size() == 1);
REQUIRE_FALSE(ironIngotIt->outputGroups[0].probability.has_value());
// ships.toml — combat ships have default_modules with a weapon; salvage ships don't.
const auto interceptorIt = std::find_if(

View File

@@ -198,19 +198,29 @@ TEST_CASE("ControlAction: contexts are named by mode and selection", "[controls]
== ControlContextKind::Deconstruct);
}
TEST_CASE("ControlAction: Q enters deconstruct mode, or leaves the active one",
// The three cases of Q, in the order REQ-UI-HOTKEYS evaluates them.
TEST_CASE("ControlAction: Q leaves the active mode, else clears, else deconstructs",
"[controls]")
{
REQUIRE(resolveKeyAction(Qt::Key_Q, Qt::NoModifier, generalContext())
== ControlAction::EnterDeconstruct);
REQUIRE(resolveKeyAction(Qt::Key_Q, Qt::NoModifier, selectionContext())
== ControlAction::EnterDeconstruct);
REQUIRE(resolveKeyAction(Qt::Key_Q, Qt::NoModifier, builderContext(BuildingType::Belt))
== ControlAction::ExitMode);
REQUIRE(resolveKeyAction(Qt::Key_Q, Qt::NoModifier, blueprintContext())
== ControlAction::ExitMode);
REQUIRE(resolveKeyAction(Qt::Key_Q, Qt::NoModifier, deconstructContext())
== ControlAction::ExitMode);
// Whatever the selection holds: clearing it is not a buildings-only action.
ControlContext fieldSelection = selectionContext(false);
fieldSelection.selection = ControlSelection::FieldObjects;
REQUIRE(resolveKeyAction(Qt::Key_Q, Qt::NoModifier, selectionContext())
== ControlAction::ClearSelection);
REQUIRE(resolveKeyAction(Qt::Key_Q, Qt::NoModifier, fieldSelection)
== ControlAction::ClearSelection);
// Only with nothing to clear and no mode to leave does Q enter deconstruct mode --
// which is what makes it two presses from a selection.
REQUIRE(resolveKeyAction(Qt::Key_Q, Qt::NoModifier, generalContext())
== ControlAction::EnterDeconstruct);
}
TEST_CASE("ControlAction: Ctrl distinguishes the chords, other modifiers do not",
@@ -320,9 +330,14 @@ TEST_CASE("ControlAction: selection rows appear only once something is selected"
REQUIRE(contains(general, ControlAction::EnterDeconstruct));
REQUIRE_FALSE(contains(general, ControlAction::AddToSelection));
REQUIRE_FALSE(contains(general, ControlAction::CreateBlueprint));
REQUIRE_FALSE(contains(general, ControlAction::ClearSelection));
REQUIRE(contains(selection, ControlAction::AddToSelection));
REQUIRE(contains(selection, ControlAction::AddAreaToSelection));
REQUIRE(contains(selection, ControlAction::CreateBlueprint));
REQUIRE(contains(selection, ControlAction::EnterDeconstruct));
// Q clears here instead of entering deconstruct mode, and its row sits last, as the
// row that hands the context back does in every context (REQ-UI-CONTROLS-CONTENT).
REQUIRE(contains(selection, ControlAction::ClearSelection));
REQUIRE_FALSE(contains(selection, ControlAction::EnterDeconstruct));
REQUIRE(selection.back() == ControlAction::ClearSelection);
}

View File

@@ -1,5 +1,6 @@
#include "catch.hpp"
#include <QRectF>
#include <QSize>
#include <QVector2D>
@@ -210,17 +211,16 @@ TEST_CASE("entityAtWorldPos never returns debris", "[debris]")
REQUIRE((entityAtWorldPos(admin, QVector2D(3.0f, 4.0f)) == entt::null));
}
TEST_CASE("debrisInBox returns exactly the debris inside the tile rectangle", "[debris]")
TEST_CASE("debrisInBox returns exactly the debris the box encloses", "[debris]")
{
EntityAdmin admin;
DebrisSystem ss(admin);
const entt::entity inA = ss.spawn(QVector2D(1.2f, 2.7f), 1, 100); // tile (1,2)
const entt::entity inB = ss.spawn(QVector2D(4.9f, 5.1f), 1, 100); // tile (4,5)
const entt::entity inA = ss.spawn(QVector2D(1.2f, 2.7f), 1, 100);
const entt::entity inB = ss.spawn(QVector2D(4.9f, 5.1f), 1, 100);
const entt::entity outX = ss.spawn(QVector2D(10.0f, 10.0f), 1, 100);
// Box given in reversed corner order to confirm normalization.
const std::vector<entt::entity> hit = debrisInBox(admin, QPoint(5, 5), QPoint(0, 0));
const std::vector<entt::entity> hit = debrisInBox(admin, QRectF(0.0, 0.0, 6.0, 6.0));
REQUIRE(hit.size() == 2);
REQUIRE(contains(hit, inA));
@@ -228,6 +228,23 @@ TEST_CASE("debrisInBox returns exactly the debris inside the tile rectangle", "[
REQUIRE_FALSE(contains(hit, outX));
}
TEST_CASE("debrisInBox cuts within a tile, not along the tile grid", "[debris]")
{
EntityAdmin admin;
DebrisSystem ss(admin);
const entt::entity inTile = ss.spawn(QVector2D(1.8f, 2.5f), 1, 100);
// Same tile (1,2) as the piece above, but on the far side of the box's left edge:
// a tile-snapped box would take both (REQ-UI-MULTI-SELECT, Coverage).
const entt::entity outTile = ss.spawn(QVector2D(1.2f, 2.5f), 1, 100);
const std::vector<entt::entity> hit = debrisInBox(admin, QRectF(1.5, 2.0, 4.0, 4.0));
REQUIRE(hit.size() == 1);
REQUIRE(contains(hit, inTile));
REQUIRE_FALSE(contains(hit, outTile));
}
TEST_CASE("actorsInBox returns living ships and stations, excluding debris and dead actors",
"[actor]")
{
@@ -236,10 +253,10 @@ TEST_CASE("actorsInBox returns living ships and stations, excluding debris and d
// Two living ships inside the box: one player, one enemy.
const entt::entity playerShip = admin.spawnShip(
QVector2D(1.5f, 2.5f), 100.0f, 100.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 5.0f,
"fighter", false); // tile (1,2)
"fighter", false);
const entt::entity enemyShip = admin.spawnShip(
QVector2D(4.2f, 5.8f), 100.0f, 100.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 5.0f,
"raider", true); // tile (4,5)
"raider", true);
// A dead ship inside the box is excluded.
const entt::entity deadShip = admin.spawnShip(
@@ -251,7 +268,7 @@ TEST_CASE("actorsInBox returns living ships and stations, excluding debris and d
QVector2D(20.0f, 20.0f), 100.0f, 100.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 5.0f,
"fighter", false);
// A station is included when any body cell lies inside the box.
// A station is included when the box overlaps any body cell.
const std::vector<QPoint> stationCells{ QPoint(2, 2), QPoint(3, 2) };
const entt::entity station = admin.spawnStation(
QPoint(2, 2), QSize(2, 1), stationCells, 200.0f, 200.0f, true);
@@ -260,7 +277,7 @@ TEST_CASE("actorsInBox returns living ships and stations, excluding debris and d
admin.spawnDebris(QVector2D(1.0f, 1.0f), 5, Tick(1000));
admin.spawnHqProxy(QVector2D(0.5f, 0.5f), 500.0f, 500.0f);
const std::vector<entt::entity> hit = actorsInBox(admin, QPoint(5, 5), QPoint(0, 0));
const std::vector<entt::entity> hit = actorsInBox(admin, QRectF(0.0, 0.0, 6.0, 6.0));
REQUIRE(hit.size() == 3);
REQUIRE(contains(hit, playerShip));
@@ -269,3 +286,32 @@ TEST_CASE("actorsInBox returns living ships and stations, excluding debris and d
REQUIRE_FALSE(contains(hit, deadShip));
REQUIRE_FALSE(contains(hit, outsideShip));
}
TEST_CASE("actorsInBox takes a ship by its position and a station by its footprint",
"[actor]")
{
EntityAdmin admin;
// Ship inside the tile the box only reaches into: taken, because the box contains
// its position (REQ-UI-MULTI-SELECT, Coverage).
const entt::entity shipInside = admin.spawnShip(
QVector2D(3.9f, 3.9f), 100.0f, 100.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 5.0f,
"fighter", false);
// Same tile (3,3), outside the box: a tile-snapped box would take it too.
const entt::entity shipOutside = admin.spawnShip(
QVector2D(3.1f, 3.1f), 100.0f, 100.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 5.0f,
"fighter", false);
// The box reaches 0.5 tiles into the station's only cell, which is enough: a
// station is covered when the box overlaps its footprint.
const std::vector<QPoint> stationCells{ QPoint(4, 3) };
const entt::entity station = admin.spawnStation(
QPoint(4, 3), QSize(1, 1), stationCells, 200.0f, 200.0f, true);
const std::vector<entt::entity> hit = actorsInBox(admin, QRectF(3.5, 3.5, 1.0, 1.0));
REQUIRE(hit.size() == 2);
REQUIRE(contains(hit, shipInside));
REQUIRE(contains(hit, station));
REQUIRE_FALSE(contains(hit, shipOutside));
}

View File

@@ -12,7 +12,11 @@ static QRect makeBand()
return QRect(0, 0, 1000, 600);
}
static const int kMarginPx = 8;
// The two distances the rules run on, deliberately different (REQ-UI-SELECTION-PANEL):
// the edge margin the panel keeps from the view and from the widgets it steps around, and
// the wider gap it keeps from the selection -- half a tile, so 20 px at a 40 px tile.
static const int kMarginPx = 8;
static const int kSelectionGapPx = 20;
TEST_CASE("With nothing in the way a widget may use the whole band", "[layout]")
{
@@ -74,25 +78,34 @@ TEST_CASE("A widget filling the column leaves nothing", "[layout]")
TEST_CASE("The panel stands to the right of the selection where it fits", "[layout]")
{
// REQ-UI-SELECTION-PANEL: right of the anchor is the first choice.
REQUIRE(chooseSide(makeBand(), QRect(100, 100, 60, 60), 300, kMarginPx)
REQUIRE(chooseSide(makeBand(), QRect(100, 100, 60, 60), 300, kSelectionGapPx)
== PanelSide::Right);
}
TEST_CASE("The panel goes left when the right cannot hold it", "[layout]")
{
// A selection near the right edge leaves 100 px there, not enough for a 300 px
// panel, and the left is wide open.
REQUIRE(chooseSide(makeBand(), QRect(880, 100, 20, 60), 300, kMarginPx)
// A selection near the right edge leaves 80 px there once the gap it keeps from the
// selection is taken off, not enough for a 300 px panel, and the left is wide open.
REQUIRE(chooseSide(makeBand(), QRect(880, 100, 20, 60), 300, kSelectionGapPx)
== PanelSide::Left);
}
TEST_CASE("The room a side offers is measured less the gap", "[layout]")
{
// A 200 px panel beside a selection whose right edge leaves 214 px to the band's: it
// fits there on the margin alone, but not once the wider gap is taken off.
const QRect anchorRect(766, 100, 20, 60);
REQUIRE(chooseSide(makeBand(), anchorRect, 200, kMarginPx) == PanelSide::Right);
REQUIRE(chooseSide(makeBand(), anchorRect, 200, kSelectionGapPx) == PanelSide::Left);
}
TEST_CASE("Fitting on neither side, the panel takes the roomier one", "[layout]")
{
// A bounding box spanning most of the view: 192 px free on the left, 92 on the
// A bounding box spanning most of the view: 180 px free on the left, 80 on the
// right, and a 300 px panel fits in neither. It covers as little as it can.
REQUIRE(chooseSide(makeBand(), QRect(200, 100, 700, 200), 300, kMarginPx)
REQUIRE(chooseSide(makeBand(), QRect(200, 100, 700, 200), 300, kSelectionGapPx)
== PanelSide::Left);
REQUIRE(chooseSide(makeBand(), QRect(100, 100, 700, 200), 300, kMarginPx)
REQUIRE(chooseSide(makeBand(), QRect(100, 100, 700, 200), 300, kSelectionGapPx)
== PanelSide::Right);
}
@@ -102,17 +115,30 @@ TEST_CASE("Fitting on neither side, the panel takes the roomier one", "[layout]"
TEST_CASE("The panel sits beside the anchor with its top edges aligned", "[layout]")
{
// REQ-UI-SELECTION-PANEL: separated by the margin, growing away from the selection,
// top edge on the anchor's top edge.
// REQ-UI-SELECTION-PANEL: separated by the gap it keeps from the selection, growing
// away from it, top edge on the anchor's top edge.
const QRect placed = placeBesideAnchor(makeBand(), QRect(100, 120, 60, 60),
PanelSide::Right, QSize(300, 200), {},
kMarginPx);
REQUIRE(placed == QRect(168, 120, 300, 200));
kSelectionGapPx, kMarginPx);
REQUIRE(placed == QRect(180, 120, 300, 200));
const QRect placedLeft = placeBesideAnchor(makeBand(), QRect(500, 120, 60, 60),
const QRect placedLeft = placeBesideAnchor(makeBand(), QRect(520, 120, 60, 60),
PanelSide::Left, QSize(300, 200), {},
kMarginPx);
REQUIRE(placedLeft == QRect(192, 120, 300, 200));
kSelectionGapPx, kMarginPx);
REQUIRE(placedLeft == QRect(200, 120, 300, 200));
}
TEST_CASE("The gap separates the panel horizontally only", "[layout]")
{
// REQ-UI-SELECTION-PANEL: widening the gap moves the panel further from the selection
// sideways and nowhere else -- its top stays level with the top of what it describes.
const QRect anchorRect(100, 120, 60, 60);
REQUIRE(placeBesideAnchor(makeBand(), anchorRect, PanelSide::Right, QSize(300, 200),
{}, 0, kMarginPx)
== QRect(160, 120, 300, 200));
REQUIRE(placeBesideAnchor(makeBand(), anchorRect, PanelSide::Right, QSize(300, 200),
{}, kSelectionGapPx, kMarginPx)
== QRect(180, 120, 300, 200));
}
TEST_CASE("A panel that would hang below the view is lifted", "[layout]")
@@ -121,19 +147,20 @@ TEST_CASE("A panel that would hang below the view is lifted", "[layout]")
// the band, so it rises until it fits rather than overrunning it.
const QRect placed = placeBesideAnchor(makeBand(), QRect(100, 500, 60, 60),
PanelSide::Right, QSize(300, 200), {},
kMarginPx);
REQUIRE(placed == QRect(168, 400, 300, 200));
kSelectionGapPx, kMarginPx);
REQUIRE(placed == QRect(180, 400, 300, 200));
}
TEST_CASE("A panel standing over another widget rises above it", "[layout]")
{
// The controls panel in the bottom-left is in the way of a panel placed to the left
// of a selection: it clears the top of it by the margin (REQ-UI-CONTROLS-PANEL).
// of a selection: it clears the top of it by the edge margin, the gap from the
// selection having settled its left edge (REQ-UI-CONTROLS-PANEL).
const std::vector<QRect> occupied = { QRect(0, 300, 260, 300) };
const QRect placed = placeBesideAnchor(makeBand(), QRect(500, 250, 60, 60),
PanelSide::Left, QSize(300, 200), occupied,
kMarginPx);
REQUIRE(placed == QRect(192, 92, 300, 200));
kSelectionGapPx, kMarginPx);
REQUIRE(placed == QRect(180, 92, 300, 200));
}
TEST_CASE("A panel taller than the space left is capped", "[layout]")
@@ -141,8 +168,8 @@ TEST_CASE("A panel taller than the space left is capped", "[layout]")
// Capping is the caller's cue to scroll: it asked for 700 and got what there was.
const QRect placed = placeBesideAnchor(makeBand(), QRect(100, 100, 60, 60),
PanelSide::Right, QSize(300, 700), {},
kMarginPx);
REQUIRE(placed == QRect(168, 0, 300, 600));
kSelectionGapPx, kMarginPx);
REQUIRE(placed == QRect(180, 0, 300, 600));
}
TEST_CASE("A panel that fits on neither side is pushed inside the view", "[layout]")
@@ -151,7 +178,7 @@ TEST_CASE("A panel that fits on neither side is pushed inside the view", "[layou
// stands as far from the anchor as the band allows, not off the edge of it.
const QRect placed = placeBesideAnchor(makeBand(), QRect(100, 100, 700, 200),
PanelSide::Right, QSize(300, 200), {},
kMarginPx);
kSelectionGapPx, kMarginPx);
REQUIRE(placed == QRect(700, 100, 300, 200));
}

View File

@@ -690,3 +690,31 @@ TEST_CASE("calculateShipStats: maneuvering_thrusters additive maneuvering_accele
const float expected = (base_mpss + 10.0f) / tileSize;
CHECK(stats.maneuveringAcceleration_tpss == Approx(expected));
}
// The precondition every entry to the layout configuration dialog checks
// (REQ-MOD-UI-DIALOG, REQ-MOD-UI-AUTO-DIALOG, REQ-MOD-UI-PREVIEW). The empty id is the
// one that used to slip through: "(None)" clears a shipyard and differs from whatever
// was set, which is not the same as naming a schematic to configure.
TEST_CASE("ShipsConfig: a layout is configurable only for a ship that has one",
"[modules][config]")
{
const GameConfig cfg = loadTestConfig();
const ShipDef* interceptor = cfg.ships.findLayoutShipDef("interceptor");
REQUIRE(interceptor != nullptr);
CHECK(interceptor->id == "interceptor");
CHECK_FALSE(interceptor->layout.empty());
// The "(None)" option's id, and an id naming no ship at all.
CHECK(cfg.ships.findLayoutShipDef("") == nullptr);
CHECK(cfg.ships.findLayoutShipDef("no_such_ship") == nullptr);
// A ship that exists but defines no grid has nothing to place modules on either,
// where plain findShipDef still finds it.
ShipsConfig gridless;
ShipDef def;
def.id = "hull_only";
gridless.ships.push_back(def);
CHECK(gridless.findShipDef("hull_only") != nullptr);
CHECK(gridless.findLayoutShipDef("hull_only") == nullptr);
}

View File

@@ -28,6 +28,7 @@
#include "Blueprint.h"
#include "BlueprintLibrary.h"
#include "DialogDismiss.h"
#include "IconCaption.h"
#include "ItemIconCache.h"
@@ -236,6 +237,19 @@ std::optional<int> BlueprintSelectionDialog::getChosenIndex() const
return m_chosenIndex;
}
void BlueprintSelectionDialog::keyPressEvent(QKeyEvent* event)
{
// Q closes with no card picked, exactly as the close button does. A build mode
// running underneath is left alone: the dialog took the key, not the world
// (REQ-UI-DIALOG-DISMISS, REQ-UI-BLUEPRINT-DIALOG).
if (isDialogDismissKey(*event))
{
reject();
return;
}
QDialog::keyPressEvent(event);
}
void BlueprintSelectionDialog::rebuildGrid()
{
// deleteLater, not delete: this runs from a delete button's own clicked signal, and

View File

@@ -16,8 +16,8 @@ class QWidget;
// Clicking a card accepts the dialog and reports that blueprint's index; the caller
// enters placement mode afterwards, so the dialog is already closed by then
// (REQ-UI-BLUEPRINT-CARD). Deleting acts on the library immediately and leaves the
// dialog open (REQ-UI-BLUEPRINT-DELETE). Escape and the close button dismiss it with
// no other effect.
// dialog open (REQ-UI-BLUEPRINT-DELETE). Escape, Q, and the close button dismiss it
// with no other effect (REQ-UI-DIALOG-DISMISS).
class BlueprintSelectionDialog : public QDialog
{
Q_OBJECT
@@ -29,6 +29,9 @@ public:
std::optional<int> getChosenIndex() const;
protected:
void keyPressEvent(QKeyEvent* event) override;
private:
void rebuildGrid();
void onCardClicked(int index);

View File

@@ -18,6 +18,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/SelectionBounds.h
${CMAKE_CURRENT_SOURCE_DIR}/ControlsPanel.h
${CMAKE_CURRENT_SOURCE_DIR}/ControlActionText.h
${CMAKE_CURRENT_SOURCE_DIR}/DialogDismiss.h
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintLibrary.h
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSelectionDialog.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutDialog.h

View File

@@ -63,6 +63,7 @@ QString getControlActionLabel(ControlAction action, const ControlContext& contex
case ControlAction::EnterDeconstruct: return Strings::tr("Deconstruct mode");
case ControlAction::CopyTemporary: return Strings::tr("Copy to temporary blueprint");
case ControlAction::CreateBlueprint: return Strings::tr("Create blueprint");
case ControlAction::ClearSelection: return Strings::tr("Clear selection");
case ControlAction::Place: return Strings::tr("Place");
case ControlAction::ApplySettings: return Strings::tr("Apply settings");
case ControlAction::PlaceBeltLine: return Strings::tr("Place belt line");

View File

@@ -57,14 +57,17 @@ QWidget* makeRow(ControlAction action, const ControlContext& context, QWidget* p
// Every badge is rendered from the binding the resolver matches, so a chip cannot
// claim a key that does nothing (REQ-UI-CONTROLS-ACCURACY). The chips of the row
// that leaves the mode are the ones marked, not its label (REQ-UI-CONTROLS-CARD).
const bool exitsMode = (action == ControlAction::ExitMode);
// that leaves the context are the ones marked, not its label (REQ-UI-CONTROLS-CARD):
// leaving a build mode and clearing the selection are the same gesture to the player,
// one key that hands the context back, so they are marked alike.
const bool backsOut = (action == ControlAction::ExitMode
|| action == ControlAction::ClearSelection);
const std::vector<ControlBinding> bindings = getControlActionBindings(action, context);
for (const ControlBinding& binding : bindings)
{
QLabel* badge = new QLabel(getControlBindingBadge(binding), row);
badge->setObjectName(exitsMode ? QStringLiteral("controlBadgeExit")
: QStringLiteral("controlBadge"));
badge->setObjectName(backsOut ? QStringLiteral("controlBadgeExit")
: QStringLiteral("controlBadge"));
layout->addWidget(badge);
}

19
src/ui/DialogDismiss.h Normal file
View File

@@ -0,0 +1,19 @@
#pragma once
#include <QKeyEvent>
#include <Qt>
// REQ-UI-DIALOG-DISMISS: Q dismisses an open dialog, beside the Escape that QDialog
// already handles. The key is spelled here rather than in each dialog's key handler, so
// the dialogs that take it cannot drift apart from one another.
//
// Ctrl must not be held, matching how the game world's table separates a chord from the
// bare key (resolveKeyAction in lib/core/ControlAction.cpp). This deliberately stays out
// of that table: the table answers what an input does in the player's current situation,
// and a dialog has no situation -- it holds focus and takes the key whatever the world
// beneath it is doing.
inline bool isDialogDismissKey(const QKeyEvent& event)
{
return event.key() == Qt::Key_Q
&& (event.modifiers() & Qt::ControlModifier) == 0;
}

View File

@@ -148,6 +148,7 @@ GameWorldView::GameWorldView(Simulation* sim, const GameConfig* config,
, m_debugDraw(false)
, m_rng(std::random_device{}())
, m_boxSelecting(false)
, m_boxDragMoved(false)
, m_gameOverShown(false)
, m_schematicChoiceShown(false)
{
@@ -294,12 +295,12 @@ void GameWorldView::onFrame()
const bool viewMoved =
m_camera.advance(m_panDirection, elapsed, getScrollBounds());
// While the view scrolls, the tile under a stationary cursor changes,
// so refresh the box-select rectangle even though no mouse move fires.
if (m_boxSelecting && viewMoved)
// Two things no mouse move reports: the world position under a stationary
// cursor changing as the view scrolls, and the cursor crossing onto a panel
// or out of the window, which ends the hover (REQ-BLD-GHOST).
if (viewMoved || isHoverLive() != m_hoverLive)
{
m_boxCurrentTile =
getCoordinates().widgetToTile(mapFromGlobal(QCursor::pos()));
refreshHover();
}
}
@@ -420,8 +421,14 @@ void GameWorldView::paintGL()
WorldRenderFrame GameWorldView::makeRenderFrame() const
{
return WorldRenderFrame{m_selection, m_buildMode, m_activeBeams, m_boxSelecting,
m_boxStartTile, m_boxCurrentTile, m_debugDraw};
// A box only reaches the renderer once the gesture reads as a drag: below the
// threshold there is nothing to draw and nothing the box marks that hovering does
// not mark already (REQ-UI-MULTI-SELECT).
std::optional<QRectF> boxWorldRect;
if (m_boxSelecting && m_boxDragMoved) { boxWorldRect = getBoxWorldRect(); }
return WorldRenderFrame{m_selection, m_buildMode, m_activeBeams, boxWorldRect,
m_debugDraw};
}
// ---------------------------------------------------------------------------
@@ -743,8 +750,10 @@ void GameWorldView::transferConfigTo(BuildingId id, const BlueprintBuilding& sou
void GameWorldView::updateTunnelGhost()
{
// The connection preview and entry/exit switch only apply at a valid placement
// (REQ-BLD-TUNNEL-MODE); at an invalid position the ghost stays a plain entry.
if (!m_buildMode.isGhostValid())
// (REQ-BLD-TUNNEL-MODE); at an invalid position, and where the cursor points at
// no tile at all, the ghost stays a plain entry.
const std::optional<QPoint>& ghostTile = m_buildMode.getGhostTile();
if (!ghostTile.has_value() || !m_buildMode.isGhostValid())
{
m_buildMode.setTunnelGhost(BuildingType::TunnelEntry, std::nullopt);
return;
@@ -754,7 +763,7 @@ void GameWorldView::updateTunnelGhost()
const TunnelLookup lookup = makeTunnelLookup(tunnels);
const TunnelCompletion completion =
resolveTunnelCompletion(lookup, m_buildMode.getGhostTile(),
resolveTunnelCompletion(lookup, *ghostTile,
m_buildMode.getGhostRotation(),
m_config->world.tunnelMaxDistance_tiles, m_cursorWorldPos);
m_buildMode.setTunnelGhost(completion.resolvedType, completion.partnerTile);
@@ -1132,7 +1141,12 @@ ControlContext GameWorldView::getControlContext() const
context.mode = m_buildMode.getMode();
context.draggingBelt = m_buildMode.isDraggingBelt();
context.hoveredGhostIsTransfer = m_buildMode.isHoveredGhostTransfer();
if (m_buildMode.isBuilderMode()) { context.builderType = m_buildMode.getBuilderType(); }
// The type a click would actually place, so the panel agrees with the ghost when
// tunnel mode resolves to an exit (REQ-BLD-TUNNEL-MODE).
if (m_buildMode.isBuilderMode())
{
context.builderType = m_buildMode.getEffectiveBuilderType();
}
// Buildings win over field objects, so the two are never both non-empty
// (REQ-UI-SELECTION-CATEGORIES).
@@ -1221,9 +1235,10 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
case ControlAction::ToggleDeconstruct:
// Start a deconstruct box drag; a plain click resolves as a 1x1 box on
// release (REQ-BLD-DECONSTRUCT-CLICK, REQ-BLD-DECONSTRUCT-BOX).
m_boxSelecting = true;
m_boxStartTile = tile;
m_boxCurrentTile = tile;
m_boxSelecting = true;
m_boxStartWorld = coordinates.widgetToWorld(event->pos());
m_boxCurrentWorld = m_boxStartWorld;
m_boxDragMoved = false;
break;
case ControlAction::Select:
@@ -1236,8 +1251,9 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
// selectAtPoint has already cleared the selection unless Ctrl is
// preserving it for an additive drag.
m_boxSelecting = true;
m_boxStartTile = tile;
m_boxCurrentTile = tile;
m_boxStartWorld = coordinates.widgetToWorld(event->pos());
m_boxCurrentWorld = m_boxStartWorld;
m_boxDragMoved = false;
}
break;
@@ -1290,8 +1306,10 @@ void GameWorldView::selectInBox(bool additive)
// mode: a Ctrl box adds and never deselects, where a Ctrl click toggles.
const SelectionMode mode = additive ? SelectionMode::Add : SelectionMode::Replace;
const QRectF worldBox = getBoxWorldRect();
const std::vector<BuildingId> boxIds =
buildingsInBox(m_sim->getFactoryState(), m_boxStartTile, m_boxCurrentTile);
buildingsInBox(m_sim->getFactoryState(), worldBox);
if (!boxIds.empty())
{
publishSelectionAnchor(mode, boxIds, {}, {});
@@ -1299,10 +1317,8 @@ void GameWorldView::selectInBox(bool additive)
return;
}
const std::vector<entt::entity> boxActors =
actorsInBox(m_sim->getAdmin(), m_boxStartTile, m_boxCurrentTile);
const std::vector<entt::entity> boxDebris =
debrisInBox(m_sim->getAdmin(), m_boxStartTile, m_boxCurrentTile);
const std::vector<entt::entity> boxActors = actorsInBox(m_sim->getAdmin(), worldBox);
const std::vector<entt::entity> boxDebris = debrisInBox(m_sim->getAdmin(), worldBox);
if (!boxActors.empty() || !boxDebris.empty())
{
publishSelectionAnchor(mode, {}, boxActors, boxDebris);
@@ -1314,40 +1330,43 @@ void GameWorldView::selectInBox(bool additive)
if (!additive) { m_selection.clearAll(); }
}
void GameWorldView::publishSelectionAnchor(SelectionMode mode,
const std::vector<BuildingId>& buildings,
const std::vector<entt::entity>& actors,
const std::vector<entt::entity>& debris)
void GameWorldView::clearSelectionForBuildMode()
{
// An additive gesture onto something already selected is growing that selection, not
// starting one, and the panel stays where it was put (REQ-UI-SELECTION-PANEL).
const bool startsSelection =
(mode == SelectionMode::Replace) || (m_selection.getSelectedBuildings().empty()
&& m_selection.getSelectedActors().empty()
&& m_selection.getSelectedDebris().empty());
if (!startsSelection)
{
return;
}
// Screen space, frozen here: the panel is placed against where the selection is at
// this moment and stays there, however far the view scrolls or the objects move
// afterwards.
const QRect anchorRect = getSelectionWidgetRect(*m_sim, getCoordinates(),
buildings, actors, debris);
if (anchorRect.isNull())
{
return;
}
EventManager::getInstance()->sendEventImmediately(
std::make_shared<SelectionAnchorChangedEvent>(anchorRect));
m_selection.clearAll();
}
void GameWorldView::mouseMoveEvent(QMouseEvent* event)
bool GameWorldView::isHoverLive() const
{
// underMouse() is false while the cursor sits on one of the floating panels,
// which are siblings of this widget rather than children, and while it is
// outside the window. A drag holding the button is the exception: it tracks the
// cursor wherever it goes until the button comes back up (REQ-UI-MULTI-SELECT,
// REQ-BLD-BELT-DRAG).
return underMouse() || m_boxSelecting || m_buildMode.isDraggingBelt();
}
void GameWorldView::refreshHover()
{
if (isHoverLive())
{
updateHoverAt(mapFromGlobal(QCursor::pos()));
}
else
{
m_buildMode.clearHover();
m_hoverLive = false;
}
}
void GameWorldView::updateHoverAt(QPoint cursorWidgetPos)
{
// Reached either from a mouse move, which only this widget receives, or from a
// hover refresh that has already established the cursor is on the world.
m_hoverLive = true;
const WorldCoordinates coordinates = getCoordinates();
const QPoint tile = coordinates.widgetToTile(event->pos());
m_cursorWorldPos = coordinates.widgetToWorld(event->pos());
const QPoint tile = coordinates.widgetToTile(cursorWidgetPos);
m_cursorWorldPos = coordinates.widgetToWorld(cursorWidgetPos);
if (m_buildMode.isBuilderMode())
{
@@ -1392,14 +1411,82 @@ void GameWorldView::mouseMoveEvent(QMouseEvent* event)
else if (m_buildMode.isDeconstructMode())
{
m_buildMode.setDeconstructHoverBuildingId(buildingAtTile(tile));
if (m_boxSelecting) { m_boxCurrentTile = tile; }
if (m_boxSelecting) { updateBoxDrag(cursorWidgetPos); }
}
else if (m_boxSelecting)
{
m_boxCurrentTile = tile;
updateBoxDrag(cursorWidgetPos);
}
}
void GameWorldView::updateBoxDrag(QPoint cursorWidgetPos)
{
const WorldCoordinates coordinates = getCoordinates();
m_boxCurrentWorld = coordinates.widgetToWorld(cursorWidgetPos);
// Measured against where the anchor sits on screen right now, not against where
// the button went down: a view that scrolls under a held button moves the anchor
// away from a motionless cursor, and that is a drag as much as moving the mouse
// is (REQ-UI-MULTI-SELECT).
const QPointF anchorWidgetPos = coordinates.worldToWidget(m_boxStartWorld);
const qreal travel_px = std::abs(cursorWidgetPos.x() - anchorWidgetPos.x())
+ std::abs(cursorWidgetPos.y() - anchorWidgetPos.y());
if (travel_px >= kBoxDragThresholdPixels) { m_boxDragMoved = true; }
}
QRectF GameWorldView::getBoxWorldRect() const
{
if (!m_boxDragMoved)
{
// Still a click: the rectangle it spans has no area and would cover nothing,
// so the box is the whole tile the button went down on instead — what the
// click points at (REQ-UI-MULTI-SELECT, REQ-BLD-DECONSTRUCT-CLICK).
return QRectF(std::floor(m_boxStartWorld.x()), std::floor(m_boxStartWorld.y()),
1.0, 1.0);
}
return QRectF(QPointF(m_boxStartWorld.x(), m_boxStartWorld.y()),
QPointF(m_boxCurrentWorld.x(), m_boxCurrentWorld.y())).normalized();
}
void GameWorldView::publishSelectionAnchor(SelectionMode mode,
const std::vector<BuildingId>& buildings,
const std::vector<entt::entity>& actors,
const std::vector<entt::entity>& debris)
{
// An additive gesture onto something already selected is growing that selection, not
// starting one, and the panel stays where it was put (REQ-UI-SELECTION-PANEL).
const bool startsSelection =
(mode == SelectionMode::Replace) || (m_selection.getSelectedBuildings().empty()
&& m_selection.getSelectedActors().empty()
&& m_selection.getSelectedDebris().empty());
if (!startsSelection)
{
return;
}
// Screen space, frozen here: the panel is placed against where the selection is at
// this moment and stays there, however far the view scrolls or the objects move
// afterwards.
const QRect anchorRect = getSelectionWidgetRect(*m_sim, getCoordinates(),
buildings, actors, debris);
if (anchorRect.isNull())
{
return;
}
// The gap the panel keeps from that rectangle is half a tile (REQ-UI-SELECTION-PANEL),
// and this is where the tile size is known. It is sampled in the same moment as the
// rectangle and travels with it, so both describe the view as it stood when the
// selection started.
const int selectionGapPx = qRound(getCoordinates().getTilePx() / 2.0f);
EventManager::getInstance()->sendEventImmediately(
std::make_shared<SelectionAnchorChangedEvent>(anchorRect, selectionGapPx));
}
void GameWorldView::mouseMoveEvent(QMouseEvent* event)
{
updateHoverAt(event->pos());
}
void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
{
if (event->button() != Qt::LeftButton) { return; }
@@ -1417,7 +1504,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
m_boxSelecting = false;
const std::vector<BuildingId> boxIds =
buildingsInBox(m_sim->getFactoryState(), m_boxStartTile, m_boxCurrentTile);
buildingsInBox(m_sim->getFactoryState(), getBoxWorldRect());
const bool controlHeld = (event->modifiers() & Qt::ControlModifier) != 0;
const ControlAction dragAction =
@@ -1500,8 +1587,14 @@ void GameWorldView::rotateGhost(bool clockwise)
if (m_buildMode.isBuilderMode())
{
m_buildMode.rotateGhost(clockwise);
// The new facing is kept whatever the cursor is over; what it means for the
// world is only re-resolved while the cursor points at a tile (REQ-BLD-GHOST).
const std::optional<QPoint>& ghostTile = m_buildMode.getGhostTile();
if (!ghostTile.has_value()) { return; }
m_buildMode.setGhostValidity(
canPlaceBuildingHere(m_buildMode.getBuilderType(), m_buildMode.getGhostTile(),
canPlaceBuildingHere(m_buildMode.getBuilderType(), *ghostTile,
m_buildMode.getGhostRotation()));
// A new facing changes which tunnels the ghost could complete (REQ-BLD-TUNNEL-MODE).
if (m_buildMode.isTunnelMode()) { updateTunnelGhost(); }
@@ -1509,7 +1602,7 @@ void GameWorldView::rotateGhost(bool clockwise)
// without waiting for the next mouse move (REQ-BLD-BELT-DRAG).
if (m_buildMode.isDraggingBelt())
{
recomputeBeltDragPath(m_buildMode.getGhostTile());
recomputeBeltDragPath(*ghostTile);
}
}
else if (m_buildMode.isBlueprintMode())
@@ -1638,7 +1731,12 @@ void GameWorldView::handleEvent(std::shared_ptr<const BeamFiredEvent> event)
void GameWorldView::handleEvent(std::shared_ptr<const BuildingTypeSelectedEvent> event)
{
clearSelectionForBuildMode();
m_buildMode.enterBuilderMode(event->type);
// A mode entered by hotkey usually leaves the cursor exactly where it was, and no
// mouse move follows to place the ghost; entered from a build button it leaves the
// cursor on the bar, where there is nothing to hover (REQ-BLD-GHOST).
refreshHover();
}
void GameWorldView::handleEvent(std::shared_ptr<const ExitBuilderModeRequestedEvent> /*event*/)
@@ -1648,12 +1746,18 @@ void GameWorldView::handleEvent(std::shared_ptr<const ExitBuilderModeRequestedEv
void GameWorldView::handleEvent(std::shared_ptr<const DeconstructModeToggleRequestedEvent> /*event*/)
{
clearSelectionForBuildMode();
m_buildMode.toggleDeconstructMode();
refreshHover();
}
void GameWorldView::handleEvent(std::shared_ptr<const BlueprintPlacementRequestedEvent> event)
{
// The blueprint arrives already built from the selection this drops
// (REQ-UI-BLUEPRINT-TEMP, REQ-UI-SELECTION-EXCLUSIVE).
clearSelectionForBuildMode();
m_buildMode.enterBlueprintMode(event->blueprint);
refreshHover();
}
void GameWorldView::handleEvent(std::shared_ptr<const ExitBlueprintModeRequestedEvent> /*event*/)
@@ -1696,14 +1800,19 @@ void GameWorldView::handleEvent(std::shared_ptr<const GhostRotationRequestedEven
void GameWorldView::handleEvent(std::shared_ptr<const ModeCancelRequestedEvent> /*event*/)
{
// One key backs out of whichever mode is active, and enters deconstruct mode
// when none is (REQ-UI-HOTKEYS).
// One key backs out of whichever mode is active, and enters deconstruct mode
// when none is (REQ-UI-HOTKEYS).
// One key backs out of whichever mode is active, and enters deconstruct mode when
// none is (REQ-UI-HOTKEYS). The selection case of that key never reaches here: it
// resolves to its own event, so there is nothing left to clear by the time the
// fallthrough enters deconstruct mode (REQ-UI-SELECTION-EXCLUSIVE).
if (m_buildMode.getMode() == BuildMode::None) { m_buildMode.toggleDeconstructMode(); }
else { m_buildMode.exitCurrentMode(); }
}
void GameWorldView::handleEvent(std::shared_ptr<const SelectionClearRequestedEvent> /*event*/)
{
m_selection.clearAll();
}
void GameWorldView::handleEvent(std::shared_ptr<const DebugDrawToggleRequestedEvent> /*event*/)
{
m_debugDraw = !m_debugDraw;

View File

@@ -37,6 +37,7 @@
#include "ModeCancelRequestedEvent.h"
#include "PanDirectionChangedEvent.h"
#include "PauseToggleRequestedEvent.h"
#include "SelectionClearRequestedEvent.h"
#include "SpeedStepRequestedEvent.h"
#include "DebugDrawToggledEvent.h"
#include "ArtifactCountChangedEvent.h"
@@ -83,6 +84,7 @@ class GameWorldView : public QOpenGLWidget,
SpeedStepRequestedEvent,
GhostRotationRequestedEvent,
ModeCancelRequestedEvent,
SelectionClearRequestedEvent,
DebugDrawToggleRequestedEvent,
CommandRequestedEvent>
{
@@ -149,6 +151,7 @@ private:
void handleEvent(std::shared_ptr<const SpeedStepRequestedEvent> event) override;
void handleEvent(std::shared_ptr<const GhostRotationRequestedEvent> event) override;
void handleEvent(std::shared_ptr<const ModeCancelRequestedEvent> event) override;
void handleEvent(std::shared_ptr<const SelectionClearRequestedEvent> event) override;
void handleEvent(std::shared_ptr<const DebugDrawToggleRequestedEvent> event) override;
void handleEvent(std::shared_ptr<const CommandRequestedEvent> event) override;
@@ -226,6 +229,38 @@ private:
// which is the only case that goes on to start a box drag.
bool selectAtPoint(QPoint tile, QVector2D worldPos, bool additive);
void selectInBox(bool additive);
// A build mode and a selection are mutually exclusive, so entering any mode drops
// the selection (REQ-UI-SELECTION-EXCLUSIVE). Called from each of the three events
// that enter a mode -- the only ways in, whichever button or key the player used.
// Clearing an empty selection publishes nothing, so the exiting half of the
// deconstruct toggle costs nothing.
void clearSelectionForBuildMode();
// Whether the cursor points at the game world at all: it does while it is over
// this widget, and while a belt or box drag holds the button, which goes on
// following the cursor onto the floating panels and past the window edge.
bool isHoverLive() const;
// Re-derives the hover from wherever the cursor is now, or drops it when the
// cursor points at nothing (REQ-BLD-GHOST). The entry point for everything a
// mouse move does not cover: a scrolling view, a cursor crossing onto a panel or
// out of the window, and a mode just entered under a cursor that has not moved.
void refreshHover();
// Re-resolves everything that follows from where the cursor points into the world:
// the ghost tile and its validity, the tunnel ends, a running belt or box drag, the
// deconstruct hover. Called for every mouse move, and once per frame while the view
// scrolls under a cursor that has not moved, since that changes the world position
// the cursor points at just as moving the mouse does (REQ-BLD-GHOST).
void updateHoverAt(QPoint cursorWidgetPos);
// Moves the running box drag's far corner to the world position under
// `cursorWidgetPos` and, once the cursor sits far enough from where the anchor is
// drawn, promotes the gesture from a click to a drag. Every corner update goes
// through here, including the ones a scrolling view causes under a cursor that
// has not moved (REQ-UI-MULTI-SELECT).
void updateBoxDrag(QPoint cursorWidgetPos);
// The box the drag currently spans, in world coordinates and normalized: the
// rectangle between its two corners once it reads as a drag, and the whole tile
// the button went down on before that (REQ-UI-MULTI-SELECT). Both what is drawn
// and what is selected come from here, so they can never disagree.
QRectF getBoxWorldRect() const;
// Publishes where on the screen the selection about to be made sits, so the
// selection panel can be placed beside it (REQ-UI-SELECTION-PANEL). Called with
// what is about to be selected, immediately before selecting it, and publishes
@@ -260,6 +295,11 @@ private:
// paused or slowed, instead of fading on wall-clock time (REQ-SHP-FIRING-BEAM).
static constexpr Tick kBeamLifetimeTicks = secondsToTicks(0.3);
// How far the cursor must travel from the press position, in widget pixels
// (Manhattan distance), before a box drag shows its rectangle
// (REQ-UI-MULTI-SELECT).
static constexpr int kBoxDragThresholdPixels = 2;
Simulation* m_sim;
const GameConfig* m_config;
const VisualsConfig* m_visuals;
@@ -298,6 +338,11 @@ private:
// end tile closest to the cursor when snapping to a building (REQ-BLD-BELT-DRAG)
// and to resolve the tunnel ghost sub-tile (REQ-BLD-TUNNEL-MODE).
QVector2D m_cursorWorldPos;
// Whether the hover state currently stands for a cursor pointing at the world,
// so that losing it is noticed once rather than every frame. Kept here rather
// than asked of Qt per reader: it has to agree with what was last written to the
// build mode controller, not with where the cursor happens to be mid-frame.
bool m_hoverLive = false;
bool m_debugDraw;
@@ -308,8 +353,17 @@ private:
// Not owned; set after construction, so null until MainWindow has built it.
const BlueprintLibrary* m_blueprintLibrary = nullptr;
bool m_boxSelecting;
QPoint m_boxStartTile;
QPoint m_boxCurrentTile;
// The drag's two corners in world coordinates, unsnapped: where the button went
// down and where the cursor is now (REQ-UI-MULTI-SELECT). World rather than
// widget coordinates so the anchor keeps the spot in the world it was placed on
// when the view scrolls under a held button.
QVector2D m_boxStartWorld;
QVector2D m_boxCurrentWorld;
// Whether the cursor has moved far enough from the anchor for this to read as a
// drag. Until it has, the rectangle is not drawn and the box resolves as the
// whole anchor tile (REQ-UI-MULTI-SELECT). Sticky for the rest of the drag, so
// coming back to the press position does not hide the rectangle again.
bool m_boxDragMoved;
// Interprets this widget's key events into semantic actions and publishes them
// (REQ-UI-HOTKEYS). Owned here for now because this is the widget that holds

View File

@@ -17,6 +17,7 @@
#include "ModeCancelRequestedEvent.h"
#include "PanDirectionChangedEvent.h"
#include "PauseToggleRequestedEvent.h"
#include "SelectionClearRequestedEvent.h"
#include "SpeedStepRequestedEvent.h"
#include "TemporaryBlueprintCaptureRequestedEvent.h"
#include "TemporaryBlueprintPlaceRequestedEvent.h"
@@ -153,6 +154,10 @@ bool InputMapper::handleKeyPress(QKeyEvent* event, const ControlContext& context
EventManager::getInstance()->sendEventImmediately(
std::make_shared<ModeCancelRequestedEvent>());
return true;
case ControlAction::ClearSelection:
EventManager::getInstance()->sendEventImmediately(
std::make_shared<SelectionClearRequestedEvent>());
return true;
case ControlAction::CopyTemporary:
// The BlueprintLibrary owns the selection and blueprint-capture logic; it drives
// placement mode from there (REQ-UI-BLUEPRINT-TEMP).

View File

@@ -7,18 +7,6 @@
namespace
{
bool producesItem(const RecipeDef& recipe, const std::string& itemId)
{
for (const RecipeOutput& output : recipe.outputs)
{
if (output.item == itemId)
{
return true;
}
}
return false;
}
bool isAvailable(const RecipeDef& recipe, const Simulation& sim)
{
if (recipe.building == BuildingType::Miner

View File

@@ -228,6 +228,11 @@ void MainWindow::handleEvent(std::shared_ptr<const SchematicChoicesAvailableEven
m_itemIcons.get(), m_buildingIcons.get(), this);
dialog.exec();
// The command goes out unconditionally because the dialog cannot be dismissed: it
// returns only once an option was clicked, so the index always names that option
// (REQ-DEF-SCHEMATIC-DROP). It is also the only thing that resolves the drop -- the
// poll that opened this dialog will not open it again while the choices stay pending
// (GameWorldView::onFrame) -- so a path that skipped the command would strand it.
std::shared_ptr<ApplySchematicChoiceCommand> command =
std::make_shared<ApplySchematicChoiceCommand>();
command->choiceIndex = dialog.getChosenIndex();
@@ -385,6 +390,15 @@ void MainWindow::handleEvent(std::shared_ptr<const LayoutDialogRequestedEvent> e
}
const std::string& schematicId = b ? b->recipeId : s->recipeId;
// Nothing to configure without a schematic and a grid to place modules on. The
// Configure button that publishes this is already disabled then (REQ-MOD-UI-PREVIEW),
// so this guards the event rather than the button: the dialog would otherwise open
// over a grid of no cells.
if (!m_sim->getConfig().ships.findLayoutShipDef(schematicId))
{
return;
}
const std::optional<ShipLayoutConfig>& layoutOpt =
b ? b->shipLayout : s->shipLayout;
@@ -440,8 +454,12 @@ void MainWindow::handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent
std::make_shared<CommandRequestedEvent>(command));
// REQ-MOD-UI-AUTO-DIALOG: picking a new schematic for a shipyard opens the
// layout configuration dialog immediately. Only on an actual change.
if (type == BuildingType::Shipyard && *dialog.getChosenId() != oldSchematic)
// layout configuration dialog immediately. Only on an actual change, and only
// for an actual schematic: "(None)" clears the shipyard and carries the empty
// id (REQ-UI-SELECT-OPTIONS), which differs from whatever was set but is not a
// schematic to configure.
if (type == BuildingType::Shipyard && *dialog.getChosenId() != oldSchematic
&& m_sim->getConfig().ships.findLayoutShipDef(*dialog.getChosenId()))
{
autoOpenLayout = true;
chosenSchematic = *dialog.getChosenId();

View File

@@ -47,6 +47,24 @@ void clearRow(QHBoxLayout* layout)
} // namespace
std::vector<std::vector<RecipeLineRow::Amount>> RecipeLineRow::toOutputGroups(
const RecipeDef& recipe)
{
std::vector<std::vector<Amount>> groups;
groups.reserve(recipe.outputGroups.size());
for (const RecipeOutputGroup& group : recipe.outputGroups)
{
std::vector<Amount> amounts;
amounts.reserve(group.items.size());
for (const RecipeOutput& out : group.items)
{
amounts.push_back(Amount{ out.item, out.amount });
}
groups.push_back(std::move(amounts));
}
return groups;
}
RecipeLineRow::RecipeLineRow(ItemIconCache* itemIcons, BuildingIconCache* buildingIcons,
QWidget* parent)
: QWidget(parent)
@@ -143,12 +161,21 @@ void RecipeLineRow::rebuild(const Spec& spec)
// Second line: what the cycle costs, makes and takes.
addAmounts(spec.inputs);
if (!spec.inputs.empty() && !spec.outputs.empty())
if (!spec.inputs.empty() && !spec.outputGroups.empty())
{
const QChar rightArrow(0x2192); // U+2192 RIGHTWARDS ARROW
addAndShow(m_amountsLayout, new QLabel(QString(rightArrow), m_amountsRow));
}
addAmounts(spec.outputs);
for (std::size_t i = 0; i < spec.outputGroups.size(); ++i)
{
// Between one group and the next, so alternatives read as a choice rather than as
// one combined yield -- which is what a run of `+` would say (REQ-UI-RECIPE-SUMMARY).
if (i > 0)
{
addAndShow(m_amountsLayout, new QLabel(QStringLiteral("/"), m_amountsRow));
}
addAmounts(spec.outputGroups[i]);
}
if (spec.durationSeconds.has_value() && *spec.durationSeconds > 0.0)
{

View File

@@ -8,6 +8,7 @@
#include <QWidget>
#include "BuildingType.h"
#include "RecipesConfig.h"
class BuildingIconCache;
class ItemIconCache;
@@ -59,9 +60,12 @@ public:
// name is the caption of the widget around this one instead.
QString name;
std::vector<Amount> inputs;
// Empty for a line that produces no item of its own: a ship schematic, or a
// module's price. No arrow is drawn then.
std::vector<Amount> outputs;
// What the recipe produces, one entry per output group (REQ-MAT-OUTPUT-GROUP).
// The items of a group are drawn joined by `+` because they come together, and the
// groups joined by `/` because only one of them happens. Empty for a line that
// produces no item of its own: a ship schematic, or a module's price. No arrow is
// drawn then.
std::vector<std::vector<Amount>> outputGroups;
std::optional<double> durationSeconds;
// True where the time is added to something else rather than being a cycle of
// its own, and so reads "+3.0 s" (REQ-MOD-UI-DIALOG).
@@ -70,14 +74,19 @@ public:
bool operator==(const Spec& other) const
{
return building == other.building && name == other.name
&& inputs == other.inputs && outputs == other.outputs
&& inputs == other.inputs && outputGroups == other.outputGroups
&& durationSeconds == other.durationSeconds
&& durationIsAddition == other.durationIsAddition;
}
bool isEmpty() const { return inputs.empty() && outputs.empty(); }
bool isEmpty() const { return inputs.empty() && outputGroups.empty(); }
};
// A recipe's output groups as this row states them (REQ-MAT-OUTPUT-GROUP). Shared, so
// that every place drawing a recipe -- the summary, the option buttons, the tooltip
// lines -- converts it the same way rather than each keeping its own copy.
static std::vector<std::vector<Amount>> toOutputGroups(const RecipeDef& recipe);
// Both caches may be null, which leaves the icons off: an item with no square and
// no icon falls back to its id, and a building with no chip to its name alone.
// Neither is owned.

View File

@@ -11,6 +11,7 @@
#include "Building.h"
#include "BuildingType.h"
#include "DialogDismiss.h"
#include "DisplayName.h"
#include "GameConfig.h"
#include "OptionButton.h"
@@ -33,16 +34,6 @@ std::vector<RecipeLineRow::Amount> toAmounts(
return amounts;
}
std::vector<RecipeLineRow::Amount> toAmounts(const std::vector<RecipeOutput>& outputs)
{
std::vector<RecipeLineRow::Amount> amounts;
amounts.reserve(outputs.size());
for (const RecipeOutput& output : outputs)
{
amounts.push_back(RecipeLineRow::Amount{ output.item, output.amount });
}
return amounts;
}
} // namespace
@@ -90,7 +81,7 @@ std::vector<RecipeSelectionOption> buildRecipeSelectionOptions(
RecipeLineRow::Spec line;
line.inputs = toAmounts(recipe.inputs);
line.outputs = toAmounts(recipe.outputs);
line.outputGroups = RecipeLineRow::toOutputGroups(recipe);
line.durationSeconds = recipe.durationSeconds;
options.push_back({recipe.id,
@@ -193,6 +184,18 @@ std::optional<std::string> RecipeSelectionDialog::getChosenId() const
return m_chosenId;
}
void RecipeSelectionDialog::keyPressEvent(QKeyEvent* event)
{
// Q dismisses, leaving the recipe as it was -- the same nothing that Escape and the
// close button do, since no option was clicked (REQ-UI-DIALOG-DISMISS).
if (isDialogDismissKey(*event))
{
reject();
return;
}
QDialog::keyPressEvent(event);
}
void RecipeSelectionDialog::onOptionClicked(int index)
{
if (index >= 0 && index < static_cast<int>(m_optionIds.size()))

View File

@@ -40,7 +40,7 @@ std::vector<RecipeSelectionOption> buildRecipeSelectionOptions(
// Modal dialog listing the options in one vertical column (REQ-UI-SELECT-OPTIONS). The
// game is paused by the caller while it is open. Clicking an option selects it
// and closes the dialog; dismissing it (close/Esc) leaves no choice.
// and closes the dialog; dismissing it (close/Esc/Q) leaves no choice.
class RecipeSelectionDialog : public QDialog
{
Q_OBJECT
@@ -53,6 +53,9 @@ public:
std::optional<std::string> getChosenId() const;
protected:
void keyPressEvent(QKeyEvent* event) override;
private:
void onOptionClicked(int index);

View File

@@ -24,16 +24,6 @@ std::vector<RecipeLineRow::Amount> toAmounts(
return amounts;
}
std::vector<RecipeLineRow::Amount> toAmounts(const std::vector<RecipeOutput>& outputs)
{
std::vector<RecipeLineRow::Amount> amounts;
amounts.reserve(outputs.size());
for (const RecipeOutput& output : outputs)
{
amounts.push_back(RecipeLineRow::Amount{ output.item, output.amount });
}
return amounts;
}
QString grantKindLabel(SchematicType type)
{
@@ -147,7 +137,7 @@ SchematicChoiceDialog::SchematicChoiceDialog(
spec.building = def->building;
spec.name = QString::fromStdString(toDisplayName(def->id));
spec.inputs = toAmounts(def->inputs);
spec.outputs = toAmounts(def->outputs);
spec.outputGroups = RecipeLineRow::toOutputGroups(*def);
spec.durationSeconds = def->durationSeconds;
RecipeLineRow* line =
@@ -177,6 +167,12 @@ int SchematicChoiceDialog::getChosenIndex() const
return m_chosenIndex;
}
void SchematicChoiceDialog::reject()
{
// Deliberately empty: the dialog stays open until an option is clicked
// (REQ-DEF-SCHEMATIC-DROP). The game is paused meanwhile, so nothing waits on it.
}
void SchematicChoiceDialog::onOptionClicked(int index)
{
m_chosenIndex = index;

View File

@@ -10,6 +10,9 @@ struct RecipesConfig;
class BuildingIconCache;
class ItemIconCache;
// The drop's choice dialog (REQ-DEF-SCHEMATIC-DROP). Unlike every other dialog it
// cannot be dismissed: clicking an option is the only way out, so getChosenIndex()
// always names an option the player picked, and exec() only ever returns Accepted.
class SchematicChoiceDialog : public QDialog
{
Q_OBJECT
@@ -24,6 +27,14 @@ public:
int getChosenIndex() const;
public slots:
// Refuses the dismissal (REQ-DEF-SCHEMATIC-DROP): the drop is a reward the player
// has earned, and leaving without choosing would either forfeit it or award the
// option that happens to be first. Escape, Alt+F4, and the window manager's close
// all funnel through QDialog::reject(), so declining it here turns away every one of
// them at once rather than swallowing keys one at a time.
void reject() override;
private:
void onOptionClicked(int index);

View File

@@ -17,8 +17,11 @@
namespace
{
// Distance kept between the panel and the edges of the game world view, and between it
// and the widgets it steps around (REQ-UI-SELECTION-PANEL).
// The edge margin: the distance kept between the panel and the edges of the game world
// view, and between it and the widgets it steps around (REQ-UI-SELECTION-PANEL). The gap
// the panel keeps from the selection itself is the wider of the two and is not this: being
// half a tile, it is measured where the tile size is known and arrives with the anchor
// rectangle (SelectionAnchorChangedEvent).
const int kMarginPx = 8;
// Upper bound on the card width. The panel is content-sized, but several of the cards'
@@ -170,12 +173,14 @@ void SelectionPanel::handleEvent(std::shared_ptr<const SelectionChangedEvent> ev
void SelectionPanel::handleEvent(
std::shared_ptr<const SelectionAnchorChangedEvent> event)
{
// A new selection is starting. Both the anchor and the side are settled against it
// and then left alone for as long as it lasts (REQ-UI-SELECTION-PANEL); the side is
// only reset here, being resolved on the next placement once the card's width is
// known. The rect arrives in the world view's coordinates and is translated when the
// panel is placed, the two widgets being siblings in the same parent.
m_anchorRect = event->rectPx;
// A new selection is starting. The anchor, the gap kept from it, and the side are all
// settled against it and then left alone for as long as it lasts
// (REQ-UI-SELECTION-PANEL); the side is only reset here, being resolved on the next
// placement once the card's width is known. The rect arrives in the world view's
// coordinates and is translated when the panel is placed, the two widgets being
// siblings in the same parent.
m_anchorRect = event->rectPx;
m_selectionGapPx = event->selectionGapPx;
m_side.reset();
// A position the player dragged the panel to belongs to the selection it was set in.
// A new selection places the panel anew against its own anchor
@@ -354,7 +359,7 @@ void SelectionPanel::placeIn(const QRect& viewRect, const std::vector<QRect>& oc
wantedSize, occupiedRects, kMarginPx);
}
return placeBesideAnchor(band, anchorRect, *m_side, wantedSize, occupiedRects,
kMarginPx);
m_selectionGapPx, kMarginPx);
};
// Run twice. Parts of a card report an unstyled size until the style has actually
@@ -376,7 +381,7 @@ void SelectionPanel::placeIn(const QRect& viewRect, const std::vector<QRect>& oc
if (!m_side.has_value())
{
m_side = chooseSide(band, anchorRect, contentWidthPx + 2 * borderPx,
kMarginPx);
m_selectionGapPx);
}
// How much height there is depends on where the panel ends up standing: of the

View File

@@ -103,14 +103,16 @@ private:
SelectionContent* m_content = nullptr;
// Where the current selection was on the screen when it started, in the game world
// view's coordinates, and which side of it the panel took. Both are frozen for as
// long as the selection lasts: the anchor because the panel does not chase a
// scrolling view or a moving ship, the side because a card that grows must not flip
// the panel across the object (REQ-UI-SELECTION-PANEL). The side is resolved on the
// first placement after a new anchor, being the first point at which the panel's
// width is known. Dragging the panel supersedes the pair for the rest of the
// view's coordinates, the gap the panel keeps from it, and which side of it the panel
// took. All three are frozen for as long as the selection lasts: the anchor because
// the panel does not chase a scrolling view or a moving ship, the gap because it is
// measured against that frozen rectangle, the side because a card that grows must not
// flip the panel across the object (REQ-UI-SELECTION-PANEL). The side is resolved on
// the first placement after a new anchor, being the first point at which the panel's
// width is known. Dragging the panel supersedes all three for the rest of the
// selection (REQ-UI-SELECTION-PANEL-DRAG).
QRect m_anchorRect;
int m_selectionGapPx = 0;
std::optional<PanelSide> m_side;
// Where the player dragged the panel, in the game world view's coordinates, and the

View File

@@ -4,6 +4,7 @@
#include <cmath>
#include <functional>
#include "DialogDismiss.h"
#include "DisplayName.h"
#include "OptionButton.h"
#include "ProductionRules.h"
@@ -575,24 +576,8 @@ ShipLayoutDialog::ShipLayoutDialog(const GameConfig* config,
++row;
}
buttonGrid->addWidget(m_removeButton, row, 0, 1, kCols);
connect(m_removeButton, &QPushButton::clicked, this, [this]() {
if (m_removeMode)
{
m_removeMode = false;
m_removeButton->setChecked(false);
}
else
{
for (QPushButton* btn : m_moduleButtons)
{
if (btn) { btn->setChecked(false); }
}
m_activeModuleIndex = std::nullopt;
m_removeMode = true;
m_removeButton->setChecked(true);
}
updateGridWidget();
});
connect(m_removeButton, &QPushButton::clicked,
this, &ShipLayoutDialog::onRemoveButtonClicked);
centerLayout->addLayout(buttonGrid);
centerLayout->addStretch();
@@ -697,6 +682,16 @@ void ShipLayoutDialog::keyPressEvent(QKeyEvent* event)
}
updateGridWidget();
}
else if (isDialogDismissKey(*event))
{
// Q backs out one level per press, as it does in the game world: the module
// being placed, then remove mode, then the dialog itself, which discards the
// session (REQ-UI-DIALOG-DISMISS). Both mode exits go through the handler the
// button uses, so the key and the button can never leave different state behind.
if (m_activeModuleIndex.has_value()) { onModuleButtonClicked(*m_activeModuleIndex); }
else if (m_removeMode) { onRemoveButtonClicked(); }
else { onCancel(); }
}
else
{
QDialog::keyPressEvent(event);
@@ -723,6 +718,26 @@ void ShipLayoutDialog::onModuleButtonClicked(int index)
updateGridWidget();
}
void ShipLayoutDialog::onRemoveButtonClicked()
{
if (m_removeMode)
{
m_removeMode = false;
m_removeButton->setChecked(false);
}
else
{
for (QPushButton* btn : m_moduleButtons)
{
if (btn) { btn->setChecked(false); }
}
m_activeModuleIndex = std::nullopt;
m_removeMode = true;
m_removeButton->setChecked(true);
}
updateGridWidget();
}
void ShipLayoutDialog::onConfirm()
{
ShipLayoutConfig layout;

View File

@@ -46,6 +46,10 @@ signals:
private slots:
void onModuleButtonClicked(int index);
// Enters remove mode, or leaves it when it is already active (REQ-MOD-REMOVE).
// Reached by the Remove button and by the Q key, which leaves the mode on its way
// out of the dialog (REQ-UI-DIALOG-DISMISS).
void onRemoveButtonClicked();
void onConfirm();
void onCancel();

View File

@@ -45,7 +45,6 @@ struct OverlayVisuals
QColor ghostValid;
QColor ghostInvalid;
QColor deconstructTint;
QColor selectionRect;
QColor tileHighlight;
QColor selectedOutline;
QColor configTransfer; // blueprint ghost over a transfer target (REQ-UI-BLUEPRINT-TRANSFER)

View File

@@ -221,7 +221,6 @@ VisualsConfig VisualsLoader::load(const std::string& path)
cfg.overlays.ghostValid = parseColor(requireString(ov, "ghost_valid", "overlays"), "overlays.ghost_valid");
cfg.overlays.ghostInvalid = parseColor(requireString(ov, "ghost_invalid", "overlays"), "overlays.ghost_invalid");
cfg.overlays.deconstructTint = parseColor(requireString(ov, "deconstruct_tint", "overlays"), "overlays.deconstruct_tint");
cfg.overlays.selectionRect = parseColor(requireString(ov, "selection_rect", "overlays"), "overlays.selection_rect");
cfg.overlays.tileHighlight = parseColor(requireString(ov, "tile_highlight", "overlays"), "overlays.tile_highlight");
cfg.overlays.selectedOutline = parseColor(requireString(ov, "selected_outline", "overlays"), "overlays.selected_outline");
cfg.overlays.configTransfer = parseColor(requireString(ov, "config_transfer", "overlays"), "overlays.config_transfer");

View File

@@ -897,13 +897,16 @@ void WorldRenderer::drawOverlays(QPainter& painter, const WorldCoordinates& coor
/*showPortTargetGlyphs*/ true);
}
}
else
// A cursor that points at no tile — resting on a floating panel, or outside
// the window — hovers nothing, and builder mode then shows no ghost at all
// (REQ-BLD-GHOST).
else if (frame.buildMode.getGhostTile().has_value())
{
// In tunnel mode the ghost shows the position-resolved type (entry or
// exit) and, when it would complete an existing tunnel, the matched end
// and the tiles between it and the ghost are tinted green
// (REQ-BLD-TUNNEL-MODE).
const QPoint ghostTile = frame.buildMode.getGhostTile();
const QPoint ghostTile = *frame.buildMode.getGhostTile();
const std::optional<QPoint>& partnerTile = frame.buildMode.getTunnelPartnerTile();
if (frame.buildMode.isTunnelMode() && frame.buildMode.isGhostValid()
&& partnerTile.has_value())
@@ -931,14 +934,16 @@ void WorldRenderer::drawOverlays(QPainter& painter, const WorldCoordinates& coor
}
}
// Blueprint placement ghost
if (frame.buildMode.isBlueprintMode())
// Blueprint placement ghost, drawn only while the cursor points at a tile, as for
// the builder ghost above (REQ-BLD-GHOST).
if (frame.buildMode.isBlueprintMode()
&& frame.buildMode.getBlueprintGhostTile().has_value())
{
// A single-building blueprint hit-tests the cursor for its transfer target; a
// constellation does not (REQ-UI-BLUEPRINT-TRANSFER). The stored building count,
// not the count after locked types are dropped, so the rule does not shift as the
// player unlocks things.
const QPoint cursorTile = frame.buildMode.getBlueprintGhostTile();
const QPoint cursorTile = *frame.buildMode.getBlueprintGhostTile();
const std::optional<QPoint> hoverTile =
frame.buildMode.getBlueprint().buildings.size() == 1
? std::make_optional(cursorTile) : std::nullopt;
@@ -984,9 +989,9 @@ void WorldRenderer::drawOverlays(QPainter& painter, const WorldCoordinates& coor
// Deconstruct tint: while dragging a deconstruct box, tint every covered
// building/site (REQ-BLD-DECONSTRUCT-BOX); otherwise tint the hovered one.
if (frame.buildMode.isDeconstructMode() && frame.isBoxSelecting)
if (frame.buildMode.isDeconstructMode() && frame.boxWorldRect.has_value())
{
for (BuildingId id : buildingsInBox(m_sim.getFactoryState(), frame.boxStartTile, frame.boxCurrentTile))
for (BuildingId id : buildingsInBox(m_sim.getFactoryState(), *frame.boxWorldRect))
{
const Building* b = findBuilding(m_sim.getFactoryState(), id);
if (b && b->type == BuildingType::Hq) { continue; }
@@ -1019,16 +1024,25 @@ void WorldRenderer::drawOverlays(QPainter& painter, const WorldCoordinates& coor
}
}
// Box-select rectangle
if (frame.isBoxSelecting)
// Box-select rectangle, drawn from the world rectangle itself and unsnapped, so
// the outline sits where the mouse went rather than on the tile grid
// (REQ-UI-MULTI-SELECT).
if (frame.boxWorldRect.has_value())
{
const QPoint tl(std::min(frame.boxStartTile.x(), frame.boxCurrentTile.x()),
std::min(frame.boxStartTile.y(), frame.boxCurrentTile.y()));
const QPoint br(std::max(frame.boxStartTile.x(), frame.boxCurrentTile.x()) + 1,
std::max(frame.boxStartTile.y(), frame.boxCurrentTile.y()) + 1);
const QRectF selRect(coordinates.tileToWidget(tl),
coordinates.tileToWidget(br));
painter.setPen(QPen(m_visuals.overlays.selectionRect, 1));
const QRectF selRect(
coordinates.worldToWidget(QVector2D(frame.boxWorldRect->topLeft())),
coordinates.worldToWidget(QVector2D(frame.boxWorldRect->bottomRight())));
// In deconstruct mode the box marks buildings for demolition, so it is
// drawn in the deconstruct red instead of the selection color; the
// tint's alpha governs only the fills it tints, never this outline
// (REQ-UI-MULTI-SELECT, REQ-BLD-DECONSTRUCT-BOX).
QColor rectColor = m_visuals.overlays.selectedOutline;
if (frame.buildMode.isDeconstructMode())
{
rectColor = m_visuals.overlays.deconstructTint;
rectColor.setAlpha(255);
}
painter.setPen(QPen(rectColor, 1));
painter.setBrush(Qt::NoBrush);
painter.drawRect(selRect);
}

View File

@@ -54,9 +54,11 @@ struct WorldRenderFrame
const SelectionController& selection;
const BuildModeController& buildMode;
const std::vector<ActiveBeam>& beams;
bool isBoxSelecting;
QPoint boxStartTile;
QPoint boxCurrentTile;
// The box being dragged, in world coordinates and normalized, or nullopt when no
// drag is in progress — a press that has not passed the movement threshold is
// still a click and offers none (REQ-UI-MULTI-SELECT). It is the same rectangle
// the view selects by, so what is drawn and what is selected cannot disagree.
std::optional<QRectF> boxWorldRect;
bool isDebugDrawEnabled;
};

View File

@@ -103,7 +103,7 @@ void BufferedBuildingContent::refreshConfiguration()
const CycleInfo cycle = getCycleInfo(target);
RecipeLineRow::Spec summary;
summary.inputs = toAmounts(cycle.perCycleInputs);
summary.outputs = toAmounts(cycle.perCycleOutputs);
summary.outputGroups = cycle.perCycleOutputGroups;
summary.durationSeconds = cycle.durationSeconds;
m_recipeSummary->setLine(summary);
@@ -192,9 +192,20 @@ std::vector<ItemChipRow::Entry> BufferedBuildingContent::buildOutputEntries(
}
}
// A chip stands for a buffer, and a buffer exists for every item any group can
// produce (REQ-MAT-OUTPUT-BUFFER), so the groups are flattened here.
std::map<std::string, int> producible;
for (const std::vector<RecipeLineRow::Amount>& group : cycle.perCycleOutputGroups)
{
for (const RecipeLineRow::Amount& amount : group)
{
producible[amount.itemId] = std::max(producible[amount.itemId], amount.amount);
}
}
std::vector<ItemChipRow::Entry> entries;
for (const std::string& itemId :
collectItemIds(buffered, cycle.perCycleOutputs, cycle.handledOutputs))
collectItemIds(buffered, producible, cycle.handledOutputs))
{
if (!getContext().sim->isItemUnlocked(itemId)) { continue; }

View File

@@ -6,6 +6,7 @@
#include "BuildingId.h"
#include "ItemChipRow.h"
#include "RecipeLineRow.h"
#include "SelectionContent.h"
struct Building;
@@ -31,7 +32,11 @@ protected:
struct CycleInfo
{
std::map<std::string, int> perCycleInputs;
std::map<std::string, int> perCycleOutputs;
// What one cycle produces, one entry per output group (REQ-MAT-OUTPUT-GROUP), so
// the summary can state alternatives as such. The output chips are listed from
// this too, flattened: a chip stands for a buffer, and a buffer exists for every
// item any group can produce.
std::vector<std::vector<RecipeLineRow::Amount>> perCycleOutputGroups;
// Items the card lists whether or not they are currently in the buffers, for a
// building whose recipe is implicit and so has nothing to name while it sits

View File

@@ -35,16 +35,6 @@ std::vector<RecipeLineRow::Amount> toAmounts(
return amounts;
}
std::vector<RecipeLineRow::Amount> toAmounts(const std::vector<RecipeOutput>& outputs)
{
std::vector<RecipeLineRow::Amount> amounts;
amounts.reserve(outputs.size());
for (const RecipeOutput& output : outputs)
{
amounts.push_back(RecipeLineRow::Amount{ output.item, output.amount });
}
return amounts;
}
// The screen the cursor is on, falling back to the primary screen when the position is
// on none of them (a cursor between two screens of different heights).
@@ -152,7 +142,7 @@ void ItemTooltip::rebuild()
spec.building = recipe->building;
spec.name = QString::fromStdString(toDisplayName(recipe->id));
spec.inputs = toAmounts(recipe->inputs);
spec.outputs = toAmounts(recipe->outputs);
spec.outputGroups = RecipeLineRow::toOutputGroups(*recipe);
spec.durationSeconds = recipe->durationSeconds;
// Boxed, because an item with several producers stacks several of these and a run

View File

@@ -41,10 +41,7 @@ BufferedBuildingContent::CycleInfo RecipeProductionContent::getCycleInfo(
{
info.perCycleInputs[ingredient.item] = ingredient.amount;
}
for (const RecipeOutput& output : recipe->outputs)
{
info.perCycleOutputs[output.item] = output.amount;
}
info.perCycleOutputGroups = RecipeLineRow::toOutputGroups(*recipe);
info.runsProduction = true;
info.durationSeconds = recipe->durationSeconds;
return info;

View File

@@ -44,11 +44,10 @@ void ShipyardContent::refreshControls(const BuildingTarget& target)
// The preview and Configure button are always shown for a shipyard and are only
// enabled once a schematic is selected (REQ-MOD-UI-PREVIEW). The schematic arrives
// by queued command, so this refresh is what picks it up rather than the click that
// chose it.
const ShipDef* shipDef = target.recipeId.empty()
? nullptr
: getContext().config->ships.findShipDef(target.recipeId);
const bool hasSchematic = shipDef && !shipDef->layout.empty();
// chose it. Same question the dialog's own entry points ask, asked once.
const ShipDef* shipDef =
getContext().config->ships.findLayoutShipDef(target.recipeId);
const bool hasSchematic = shipDef != nullptr;
if (hasSchematic)
{
m_layoutPreview->setShipAndLayout(

View File

@@ -57,9 +57,9 @@ std::vector<std::string> getAllItemIds(const RecipesConfig& recipes)
{
seen.insert(ingredient.item);
}
for (const RecipeOutput& output : recipe.outputs)
for (const std::string& item : getProducibleItems(recipe))
{
seen.insert(output.item);
seen.insert(item);
}
}
return std::vector<std::string>(seen.begin(), seen.end());

View File

@@ -58,6 +58,22 @@ def consumes_scrap(recipe):
return any(inp["item"] == "scrap" for inp in recipe.get("inputs", []))
def output_groups(recipe):
"""The recipe's output groups, whichever form the config writes them in.
`outputs = [...]` is the single-group shorthand; `[[recipe.output_group]]` is the
several-group form (REQ-MAT-OUTPUT-GROUP). A cycle yields exactly one group.
"""
if "output_group" in recipe:
return recipe["output_group"]
return [{"items": recipe.get("outputs", [])}]
def picks_one_of_several(recipe):
"""True when a cycle picks between groups, which is what makes a yield random."""
return len(output_groups(recipe)) > 1
def recipe_threat_per_unit(recipe, output, item_threat):
threat = recipe["duration_seconds"]
for inp in recipe.get("inputs", []):
@@ -69,15 +85,18 @@ def recipe_threat_per_unit(recipe, output, item_threat):
def resolve_items(recipes, scrap_threat):
"""Return {item: threat} resolved per REQ-THREAT-ITEM."""
non_repro = [r for r in recipes if r["building"] != "reprocessing_plant"]
repro = [r for r in recipes if r["building"] == "reprocessing_plant"]
# What decides the model is the recipe's shape, not the building running it: a recipe
# picking between groups costs its items by their odds, one yielding a single group
# every cycle costs them outright (REQ-MAT-OUTPUT-GROUP, REQ-THREAT-ITEM).
non_repro = [r for r in recipes if not picks_one_of_several(r)]
repro = [r for r in recipes if picks_one_of_several(r)]
# Items with at least one scrap-free producer: their scrap-consuming
# recipes never participate (fallback rule).
scrap_free_items = set()
for recipe in non_repro:
if not consumes_scrap(recipe):
for output in recipe.get("outputs", []):
for output in output_groups(recipe)[0]["items"]:
scrap_free_items.add(output["item"])
def eligible(recipe, output):
@@ -93,7 +112,7 @@ def resolve_items(recipes, scrap_threat):
# pass earlier than the base path would win and underprice the item.
recipes_per_item = {}
for recipe in non_repro:
for output in recipe.get("outputs", []):
for output in output_groups(recipe)[0]["items"]:
if eligible(recipe, output):
recipes_per_item.setdefault(output["item"], []).append(
(recipe, output))
@@ -121,22 +140,28 @@ def resolve_items(recipes, scrap_threat):
for recipe in repro:
scrap_per_cycle = sum(inp["amount"]
for inp in recipe.get("inputs", []))
total_weight = sum(out.get("probability", 1.0)
for out in recipe.get("outputs", []))
for output in recipe.get("outputs", []):
# Reprocessing defines an item's threat only when nothing
# else produces it (REQ-THREAT-ITEM).
if output["item"] in item_threat:
continue
if output["item"] in scrap_free_items:
continue
probability = output.get("probability", 1.0) / total_weight
groups = output_groups(recipe)
total_weight = sum(g.get("probability", 1.0) for g in groups)
for group in groups:
probability = group.get("probability", 1.0) / total_weight
if probability <= 0.0:
continue
item_threat[output["item"]] = (
(scrap_threat * scrap_per_cycle
+ recipe["duration_seconds"]) / probability)
progress = True
for output in group["items"]:
# This model defines an item's threat only when nothing else
# produces it (REQ-THREAT-ITEM).
if output["item"] in item_threat:
continue
if output["item"] in scrap_free_items:
continue
# Per unit: the cycle's cost over the odds of getting this group at
# all, then over how many units the group yields.
divisor = probability * output["amount"]
if divisor <= 0.0:
continue
item_threat[output["item"]] = (
(scrap_threat * scrap_per_cycle
+ recipe["duration_seconds"]) / divisor)
progress = True
return progress
# Iterate to a fixpoint: items downstream of reprocessing-only items
@@ -225,9 +250,10 @@ def main():
" building) ==")
producers = {} # item -> [(recipe id, items/s per building)]
for recipe in recipes:
if recipe["building"] == "reprocessing_plant":
# A recipe that picks between groups has no steady per-item rate to quote.
if picks_one_of_several(recipe):
continue
for output in recipe.get("outputs", []):
for output in output_groups(recipe)[0]["items"]:
rate = output["amount"] / recipe["duration_seconds"]
producers.setdefault(output["item"], []).append((recipe["id"], rate))
for recipe in recipes:

View File

@@ -47,6 +47,17 @@ def load_toml(path):
return toml.load(path)
def recipe_outputs(recipe):
"""Every item the recipe can produce, across all of its output groups.
`outputs = [...]` is the single-group shorthand; `[[recipe.output_group]]` is the
several-group form (REQ-MAT-OUTPUT-GROUP).
"""
if "output_group" in recipe:
return [out for group in recipe["output_group"] for out in group["items"]]
return recipe.get("outputs", [])
def main():
default_dir = os.path.normpath(os.path.join(
os.path.dirname(os.path.abspath(__file__)),
@@ -67,7 +78,7 @@ def main():
consumed = {} # item id -> [consumer descriptions]
for recipe in recipes:
for output in recipe.get("outputs", []):
for output in recipe_outputs(recipe):
produced.setdefault(output["item"], []).append(
"recipe '{}'".format(recipe["id"]))
for inp in recipe.get("inputs", []):