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2 Commits
622447c45b
...
d713257fb5
| Author | SHA1 | Date | |
|---|---|---|---|
| d713257fb5 | |||
| 0029236135 |
@@ -9,6 +9,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.h
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${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.h
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${CMAKE_CURRENT_SOURCE_DIR}/FieldSelectionPanel.h
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${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPanel.h
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutDialog.h
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutPreview.h
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@@ -30,6 +31,7 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/FieldSelectionPanel.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPanel.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutDialog.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutPreview.cpp
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403
src/ui/FieldSelectionPanel.cpp
Normal file
403
src/ui/FieldSelectionPanel.cpp
Normal file
@@ -0,0 +1,403 @@
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#include "FieldSelectionPanel.h"
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#include <algorithm>
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#include <map>
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#include <string>
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#include <QFont>
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#include <QLabel>
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#include <QStringList>
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#include <QVBoxLayout>
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#include "DebrisSystem.h"
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#include "DisplayName.h"
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#include "EntityAdmin.h"
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#include "FactionComponent.h"
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#include "GameConfig.h"
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#include "HealthComponent.h"
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#include "ModuleOwnerComponent.h"
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#include "SelectedBehaviorComponent.h"
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#include "ShipIdentityComponent.h"
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#include "ShipStatsCalculator.h"
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#include "ShipStatsPanel.h"
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#include "Simulation.h"
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#include "StationBodyComponent.h"
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#include "ThreatCostCalculator.h"
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#include "WeaponComponent.h"
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FieldSelectionPanel::FieldSelectionPanel(Simulation* sim,
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const GameConfig* config,
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QWidget* parent)
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: QWidget(parent)
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, m_sim(sim)
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, m_config(config)
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{
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// Zero margins and the same spacing as the enclosing SelectedBuildingPanel layout, so
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// nesting the field widgets in this panel leaves their geometry unchanged.
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m_layout = new QVBoxLayout(this);
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m_layout->setContentsMargins(0, 0, 0, 0);
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m_layout->setSpacing(4);
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m_layout->setAlignment(Qt::AlignTop);
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m_entityTitleLabel = new QLabel(this);
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QFont titleFont = m_entityTitleLabel->font();
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titleFont.setBold(true);
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m_entityTitleLabel->setFont(titleFont);
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m_layout->addWidget(m_entityTitleLabel);
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m_entityTitleLabel->hide();
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m_entityStatsPanel = new ShipStatsPanel(config, this);
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m_layout->addWidget(m_entityStatsPanel);
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m_entityStatsPanel->hide();
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m_stationStatsLabel = new QLabel(this);
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m_stationStatsLabel->setWordWrap(true);
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m_layout->addWidget(m_stationStatsLabel);
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m_stationStatsLabel->hide();
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m_entitySummaryLabel = new QLabel(this);
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m_entitySummaryLabel->setWordWrap(true);
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m_layout->addWidget(m_entitySummaryLabel);
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m_entitySummaryLabel->hide();
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m_scrapLabel = new QLabel(this);
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m_layout->addWidget(m_scrapLabel);
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m_scrapLabel->hide();
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hide();
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registerForEvents();
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}
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FieldSelectionPanel::~FieldSelectionPanel()
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{
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unregisterForEvents();
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}
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void FieldSelectionPanel::setSelectedEntities(const std::vector<entt::entity>& entities)
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{
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m_selectedEntities = entities;
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rebuild();
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}
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void FieldSelectionPanel::setSelectedDebris(const std::vector<entt::entity>& debris)
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{
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m_selectedDebris = debris;
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rebuild();
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}
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void FieldSelectionPanel::clearSelection()
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{
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m_selectedEntities.clear();
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m_selectedDebris.clear();
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rebuild();
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}
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bool FieldSelectionPanel::hasSelection() const
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{
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return !m_selectedEntities.empty() || !m_selectedDebris.empty();
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}
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void FieldSelectionPanel::hideAllWidgets()
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{
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m_entityTitleLabel->hide();
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m_entityStatsPanel->hide();
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m_stationStatsLabel->hide();
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m_entitySummaryLabel->hide();
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m_scrapLabel->hide();
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}
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void FieldSelectionPanel::rebuild()
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{
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if (!hasSelection())
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{
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// Nothing in the field category: take no space, leaving the panel to whatever
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// the building category shows (REQ-UI-SELECTION-CATEGORIES).
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hideAllWidgets();
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hide();
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return;
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}
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show();
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EntityAdmin& admin = m_sim->getAdmin();
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// A full single-object stats panel is shown only for a lone field object: one actor
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// with no debris, or one piece of debris with no actors. As soon as the selection holds
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// more than one object (multiple actors, multiple debris, or actors plus debris), the
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// panel switches to the compact count summary (REQ-UI-FIELD-MULTI-SELECTION).
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if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
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{
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m_entitySummaryLabel->hide();
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m_scrapLabel->hide();
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const entt::entity entity = m_selectedEntities.front();
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if (admin.isValid(entity) && admin.hasAll<ShipIdentityComponent>(entity))
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{
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buildEntityShip(entity);
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}
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else if (admin.isValid(entity) && admin.hasAll<StationBodyComponent>(entity))
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{
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buildEntityStation(entity);
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}
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else
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{
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m_entityTitleLabel->hide();
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m_entityStatsPanel->hide();
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m_stationStatsLabel->hide();
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}
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return;
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}
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if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
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{
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// Single piece of debris: a "Debris" heading plus a "Scrap" stat row, styled like
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// the ship/station stats panels (REQ-UI-DEBRIS-PANEL).
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m_entitySummaryLabel->hide();
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m_entityStatsPanel->hide();
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m_stationStatsLabel->hide();
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buildDebrisSingle();
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return;
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}
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// More than one field object: a compact count summary. buildEntitySummary() appends the
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// "Debris x N" and "Scrap x N" lines when debris is part of the selection.
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m_entityTitleLabel->hide();
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m_entityStatsPanel->hide();
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m_stationStatsLabel->hide();
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m_scrapLabel->hide();
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buildEntitySummary();
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}
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void FieldSelectionPanel::refreshDisplay()
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{
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if (!hasSelection()) { return; }
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// Keep the live values current: the single-actor stats panel, the single-debris stats
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// panel (whose Scrap row shrinks as it is collected), or the count summary (whose Scrap
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// line shrinks likewise) — matching the layout chosen by rebuild()
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// (REQ-UI-SHIP-STATS-PANEL, REQ-UI-DEBRIS-PANEL).
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if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
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{
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refreshEntityStats();
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}
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else if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
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{
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buildDebrisSingle();
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}
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else
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{
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buildEntitySummary();
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}
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}
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void FieldSelectionPanel::buildDebrisSingle()
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{
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// "Debris" heading + a single "Scrap" stat row for the piece's remaining amount,
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// mirroring the single-actor stats panels (REQ-UI-DEBRIS-PANEL).
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m_entityTitleLabel->setText(tr("Debris"));
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m_entityTitleLabel->show();
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m_scrapLabel->setText(tr("Scrap: %1").arg(selectedDebrisScrapTotal()));
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m_scrapLabel->show();
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}
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void FieldSelectionPanel::buildEntitySummary()
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{
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EntityAdmin& admin = m_sim->getAdmin();
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// Group actors by faction + kind + ship schematic, preserving first-seen order
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// (REQ-UI-FIELD-MULTI-SELECTION).
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std::vector<QString> keys;
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std::map<QString, int> counts;
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std::map<QString, QString> labels;
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for (entt::entity entity : m_selectedEntities)
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{
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if (!admin.isValid(entity)) { continue; }
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const bool isEnemy = admin.hasAll<FactionComponent>(entity)
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&& admin.get<FactionComponent>(entity).isEnemy;
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QString key;
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QString label;
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if (admin.hasAll<ShipIdentityComponent>(entity))
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{
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const std::string& id = admin.get<ShipIdentityComponent>(entity).schematicId;
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const QString name = QString::fromStdString(toDisplayName(id));
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key = (isEnemy ? QStringLiteral("ship:enemy:") : QStringLiteral("ship:player:"))
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+ QString::fromStdString(id);
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label = isEnemy ? tr("Enemy %1").arg(name) : name;
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}
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else if (admin.hasAll<StationBodyComponent>(entity))
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{
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key = isEnemy ? QStringLiteral("station:enemy") : QStringLiteral("station:player");
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label = isEnemy ? tr("Enemy Defence Station") : tr("Player Defence Station");
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}
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else
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{
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continue;
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}
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if (counts.find(key) == counts.end())
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{
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keys.push_back(key);
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labels[key] = label;
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}
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counts[key] += 1;
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}
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// One "<type> x <count>" line per group (matching the recipe tooltip and the building
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// multi-selection). No total-count header, consistent with the building panel. When
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// debris is part of the selection, a "Debris x <count>" line followed by a
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// "Scrap x <total>" line are appended into the same label so the line spacing is
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// uniform (REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-DEBRIS-PANEL).
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QStringList lines;
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for (const QString& key : keys)
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{
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lines << tr("%1 x %2").arg(labels[key]).arg(counts[key]);
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}
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if (!m_selectedDebris.empty())
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{
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lines << tr("Debris x %1").arg(static_cast<int>(m_selectedDebris.size()));
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lines << scrapTotalText();
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}
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m_entitySummaryLabel->setText(lines.join('\n'));
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m_entitySummaryLabel->show();
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}
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void FieldSelectionPanel::buildEntityShip(entt::entity entity)
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{
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EntityAdmin& admin = m_sim->getAdmin();
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const ShipIdentityComponent& identity = admin.get<ShipIdentityComponent>(entity);
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const HealthComponent& health = admin.get<HealthComponent>(entity);
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m_entityTitleLabel->setText(tr("Ship: %1")
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.arg(QString::fromStdString(identity.schematicId)));
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m_entityTitleLabel->show();
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const ShipStats stats = buildShipStatsFromEntity(admin, entity);
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m_entityStatsPanel->refreshFromLive(stats, health.hp);
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m_entityStatsPanel->setBehavior(
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admin.get<SelectedBehaviorComponent>(entity).winner);
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m_entityStatsPanel->setDebugDrawEnabled(m_debugDraw);
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const ShipDef* schematicDef =
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m_config->ships.findShipDef(identity.schematicId);
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if (schematicDef)
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{
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const double threat = calculateShipThreatCost(
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m_config->threatCosts, *m_config, schematicDef->id,
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schematicDef->defaultModules);
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m_entityStatsPanel->setThreatCost(threat);
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}
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m_entityStatsPanel->show();
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m_stationStatsLabel->hide();
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}
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void FieldSelectionPanel::buildEntityStation(entt::entity entity)
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{
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EntityAdmin& admin = m_sim->getAdmin();
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const HealthComponent& health = admin.get<HealthComponent>(entity);
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const bool isEnemy = admin.hasAll<FactionComponent>(entity)
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&& admin.get<FactionComponent>(entity).isEnemy;
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m_entityTitleLabel->setText(isEnemy
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? tr("Enemy Defence Station")
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: tr("Player Defence Station"));
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m_entityTitleLabel->show();
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float totalDps = 0.0f;
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float maxRange = 0.0f;
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bool hasWeapons = false;
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admin.forEach<ModuleOwnerComponent, WeaponComponent>(
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[&](entt::entity /*child*/, const ModuleOwnerComponent& owner, const WeaponComponent& w)
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{
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if (owner.owner != entity) { return; }
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hasWeapons = true;
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totalDps += w.damage * w.fireRateHz;
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if (w.range_tiles > maxRange) { maxRange = w.range_tiles; }
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});
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QString statsText = tr("HP: %1 / %2")
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.arg(static_cast<int>(health.hp + 0.5f))
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.arg(static_cast<int>(health.maxHp + 0.5f));
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if (hasWeapons)
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{
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statsText += tr("\nDPS: %1").arg(QString::number(static_cast<double>(totalDps), 'f', 1));
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statsText += tr("\nRange: %1 tiles").arg(QString::number(static_cast<double>(maxRange), 'f', 1));
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}
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m_stationStatsLabel->setText(statsText);
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m_stationStatsLabel->show();
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m_entityStatsPanel->hide();
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}
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void FieldSelectionPanel::refreshEntityStats()
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{
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// Only the single-actor stats panel needs a live refresh; the multi-actor summary is
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// static counts, and GameWorldView prunes dead/despawned actors and re-emits the
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// selection (REQ-UI-ENTITY-CLICK-SELECT), so the panel does not mutate it here.
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if (m_selectedEntities.size() != 1) { return; }
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EntityAdmin& admin = m_sim->getAdmin();
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const entt::entity entity = m_selectedEntities.front();
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if (!admin.isValid(entity) || !admin.hasAll<HealthComponent>(entity)) { return; }
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const HealthComponent& health = admin.get<HealthComponent>(entity);
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if (health.hp <= 0.0f) { return; }
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if (admin.hasAll<ShipIdentityComponent>(entity))
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{
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const ShipStats stats = buildShipStatsFromEntity(admin, entity);
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m_entityStatsPanel->refreshFromLive(stats, health.hp);
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m_entityStatsPanel->setBehavior(
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admin.get<SelectedBehaviorComponent>(entity).winner);
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}
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else if (admin.hasAll<StationBodyComponent>(entity))
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{
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buildEntityStation(entity);
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}
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}
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int FieldSelectionPanel::selectedDebrisScrapTotal() const
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{
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// Sum the remaining scrap across the still-living selected debris (REQ-UI-DEBRIS-PANEL).
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int total = 0;
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for (const DebrisInfo& info : m_sim->getDebrisSystem().getAllDebrisInfo())
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{
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if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), info.entity)
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!= m_selectedDebris.end())
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{
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total += info.amount;
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}
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}
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return total;
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}
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QString FieldSelectionPanel::scrapTotalText() const
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{
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return tr("Scrap x %1").arg(selectedDebrisScrapTotal());
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}
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void FieldSelectionPanel::handleEvent(std::shared_ptr<const TickAdvancedEvent> /*event*/)
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{
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refreshDisplay();
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}
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void FieldSelectionPanel::handleEvent(
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std::shared_ptr<const PlayerCommandsAppliedEvent> /*event*/)
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{
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// Player commands are applied by a queued drain, not synchronously. When the game is
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// paused no tick advances, so TickAdvancedEvent never fires; refresh here too.
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refreshDisplay();
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}
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void FieldSelectionPanel::handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event)
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{
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m_debugDraw = event->active;
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m_entityStatsPanel->setDebugDrawEnabled(event->active);
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}
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91
src/ui/FieldSelectionPanel.h
Normal file
91
src/ui/FieldSelectionPanel.h
Normal file
@@ -0,0 +1,91 @@
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#pragma once
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|
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#include <vector>
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|
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#include <QString>
|
||||
#include <QWidget>
|
||||
|
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#include "entt/entity/entity.hpp"
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||||
|
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#include "DebugDrawToggledEvent.h"
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#include "EventHandler.h"
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#include "PlayerCommandsAppliedEvent.h"
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#include "TickAdvancedEvent.h"
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||||
|
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struct GameConfig;
|
||||
class Simulation;
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||||
class ShipStatsPanel;
|
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class QLabel;
|
||||
class QVBoxLayout;
|
||||
|
||||
// Renders the "field" selection category — ships, defence stations and debris — as either
|
||||
// a single-object stats panel (ship, station, or debris) or a compact multi-object count
|
||||
// summary (REQ-UI-SELECTION-CATEGORIES, REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-DEBRIS-PANEL).
|
||||
//
|
||||
// The panel owns its own selection state and its own widgets, and nothing else. Which of
|
||||
// the two selection categories owns the side panel is arbitrated by the parent
|
||||
// SelectedBuildingPanel: it feeds this panel through setSelectedEntities() /
|
||||
// setSelectedDebris() / clearSelection() and asks it via hasSelection(). This panel hides
|
||||
// itself whenever its selection is empty, so an inactive field category takes no space.
|
||||
class FieldSelectionPanel : public QWidget,
|
||||
public CombinedEventHandler<TickAdvancedEvent,
|
||||
PlayerCommandsAppliedEvent,
|
||||
DebugDrawToggledEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
FieldSelectionPanel(Simulation* sim, const GameConfig* config,
|
||||
QWidget* parent = nullptr);
|
||||
~FieldSelectionPanel() override;
|
||||
|
||||
// Replaces the selected actors (ships and defence stations); debris is left alone,
|
||||
// the two coexist within the field category (REQ-UI-SELECTION-CATEGORIES).
|
||||
void setSelectedEntities(const std::vector<entt::entity>& entities);
|
||||
// Replaces the selected debris; the selected actors are left alone.
|
||||
void setSelectedDebris(const std::vector<entt::entity>& debris);
|
||||
// Drops the whole field selection — used when the building category takes over.
|
||||
void clearSelection();
|
||||
// True while the field category has anything selected, i.e. while this panel owns
|
||||
// the side panel's content.
|
||||
bool hasSelection() const;
|
||||
|
||||
private:
|
||||
void handleEvent(std::shared_ptr<const TickAdvancedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const PlayerCommandsAppliedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event) override;
|
||||
|
||||
// Picks the layout for the current selection and shows/hides this panel accordingly.
|
||||
void rebuild();
|
||||
// Keeps the live values of the layout chosen by rebuild() current.
|
||||
void refreshDisplay();
|
||||
void buildEntityShip(entt::entity entity);
|
||||
void buildEntityStation(entt::entity entity);
|
||||
void buildEntitySummary();
|
||||
void buildDebrisSingle();
|
||||
void refreshEntityStats();
|
||||
void hideAllWidgets();
|
||||
// Summed remaining scrap across the selected debris (REQ-UI-DEBRIS-PANEL).
|
||||
int selectedDebrisScrapTotal() const;
|
||||
// "Scrap x N" line for the multi-object summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
QString scrapTotalText() const;
|
||||
|
||||
Simulation* m_sim;
|
||||
const GameConfig* m_config;
|
||||
|
||||
bool m_debugDraw = false;
|
||||
|
||||
// The selected ships/defence stations. Shares the "field" selection category with
|
||||
// debris (m_selectedDebris): both can be non-empty at once (REQ-UI-SELECTION-CATEGORIES).
|
||||
std::vector<entt::entity> m_selectedEntities;
|
||||
std::vector<entt::entity> m_selectedDebris;
|
||||
|
||||
QVBoxLayout* m_layout;
|
||||
QLabel* m_entityTitleLabel;
|
||||
ShipStatsPanel* m_entityStatsPanel;
|
||||
QLabel* m_stationStatsLabel;
|
||||
QLabel* m_entitySummaryLabel;
|
||||
// Shows the debris "Scrap" stat row (single selection) — the scrap total for the
|
||||
// multi-object summary lives in m_entitySummaryLabel instead.
|
||||
QLabel* m_scrapLabel;
|
||||
};
|
||||
@@ -9,26 +9,14 @@
|
||||
#include <QLabel>
|
||||
#include <QListWidget>
|
||||
#include <QPushButton>
|
||||
#include <QStringList>
|
||||
#include <QVBoxLayout>
|
||||
|
||||
#include "BeltSystem.h"
|
||||
#include "Command.h"
|
||||
#include "CommandRequestedEvent.h"
|
||||
#include "DisplayName.h"
|
||||
#include "DynamicBodyComponent.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "EntitySelectionChangedEvent.h"
|
||||
#include "EventManager.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipStatsCalculator.h"
|
||||
#include "ShipStatsPanel.h"
|
||||
#include "ThreatCostCalculator.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "FieldSelectionPanel.h"
|
||||
#include "TickAdvancedEvent.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
@@ -40,10 +28,8 @@
|
||||
#include "RecipeSelectionDialog.h"
|
||||
#include "RecipeSelectionRequestedEvent.h"
|
||||
#include "Rotation.h"
|
||||
#include "DebrisSystem.h"
|
||||
#include "ShipLayoutPreview.h"
|
||||
#include "Simulation.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
@@ -182,30 +168,10 @@ SelectedBuildingPanel::SelectedBuildingPanel(Simulation* sim,
|
||||
connect(m_filterBList, &QListWidget::itemChanged,
|
||||
this, &SelectedBuildingPanel::onSplitterFilterChanged);
|
||||
|
||||
m_entityTitleLabel = new QLabel(this);
|
||||
QFont titleFont = m_entityTitleLabel->font();
|
||||
titleFont.setBold(true);
|
||||
m_entityTitleLabel->setFont(titleFont);
|
||||
m_layout->addWidget(m_entityTitleLabel);
|
||||
m_entityTitleLabel->hide();
|
||||
|
||||
m_entityStatsPanel = new ShipStatsPanel(config, this);
|
||||
m_layout->addWidget(m_entityStatsPanel);
|
||||
m_entityStatsPanel->hide();
|
||||
|
||||
m_stationStatsLabel = new QLabel(this);
|
||||
m_stationStatsLabel->setWordWrap(true);
|
||||
m_layout->addWidget(m_stationStatsLabel);
|
||||
m_stationStatsLabel->hide();
|
||||
|
||||
m_entitySummaryLabel = new QLabel(this);
|
||||
m_entitySummaryLabel->setWordWrap(true);
|
||||
m_layout->addWidget(m_entitySummaryLabel);
|
||||
m_entitySummaryLabel->hide();
|
||||
|
||||
m_scrapLabel = new QLabel(this);
|
||||
m_layout->addWidget(m_scrapLabel);
|
||||
m_scrapLabel->hide();
|
||||
// The field selection renders below the building content and hides itself while
|
||||
// nothing field-side is selected, so it costs no space then.
|
||||
m_fieldSelectionPanel = new FieldSelectionPanel(sim, config, this);
|
||||
m_layout->addWidget(m_fieldSelectionPanel);
|
||||
|
||||
buildEmpty();
|
||||
|
||||
@@ -224,13 +190,21 @@ void SelectedBuildingPanel::onSelectionChanged(const std::vector<BuildingId>& id
|
||||
{
|
||||
// A building selection is exclusive: it supersedes any field selection —
|
||||
// actors and scrap (REQ-UI-SELECTION-CATEGORIES).
|
||||
clearEntityDisplay();
|
||||
m_selectedDebris.clear();
|
||||
m_scrapLabel->hide();
|
||||
m_fieldSelectionPanel->clearSelection();
|
||||
}
|
||||
rebuild();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::yieldToFieldSelection()
|
||||
{
|
||||
// The mirror image of onSelectionChanged(): a field selection — actors, debris, or
|
||||
// both — supersedes any building selection (REQ-UI-SELECTION-CATEGORIES). An empty
|
||||
// field selection changes nothing here: the building content, if any, keeps the panel.
|
||||
if (!m_fieldSelectionPanel->hasSelection()) { return; }
|
||||
m_selectedBuildingIds.clear();
|
||||
buildEmpty();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::rebuild()
|
||||
{
|
||||
if (m_selectedBuildingIds.empty())
|
||||
@@ -259,22 +233,14 @@ void SelectedBuildingPanel::hideAllWidgets()
|
||||
m_filterBLabel->hide();
|
||||
m_filterBList->hide();
|
||||
m_buffersLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::clearContent()
|
||||
{
|
||||
m_singleBuildingId = std::nullopt;
|
||||
hideAllWidgets();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildEmpty()
|
||||
{
|
||||
clearContent();
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
m_entitySummaryLabel->hide();
|
||||
// Shows nothing for the building category — either because nothing is selected or
|
||||
// because the field category has taken the panel over.
|
||||
m_singleBuildingId = std::nullopt;
|
||||
hideAllWidgets();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildSingle(BuildingId id)
|
||||
@@ -646,27 +612,9 @@ void SelectedBuildingPanel::handleEvent(
|
||||
|
||||
void SelectedBuildingPanel::refreshSelectionDisplay(RefreshReason reason)
|
||||
{
|
||||
if (!m_selectedEntities.empty() || !m_selectedDebris.empty())
|
||||
{
|
||||
// Field selection. Keep the live values current: the single-actor stats panel,
|
||||
// the single-debris stats panel (whose Scrap row shrinks as it is collected), or
|
||||
// the count summary (whose Scrap line shrinks likewise) — matching the layout
|
||||
// chosen by buildFieldSelection() (REQ-UI-SHIP-STATS-PANEL, REQ-UI-DEBRIS-PANEL).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
|
||||
{
|
||||
refreshEntityStats();
|
||||
}
|
||||
else if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
|
||||
{
|
||||
buildDebrisSingle();
|
||||
}
|
||||
else
|
||||
{
|
||||
buildEntitySummary();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Only a single selected building has live content to refresh. While the field
|
||||
// category owns the panel there is none: yieldToFieldSelection() has cleared it, so
|
||||
// this returns immediately and the field panel refreshes itself off the same events.
|
||||
if (!m_singleBuildingId.has_value()) { return; }
|
||||
const Building* b = m_sim->getBuildings().findBuilding(*m_singleBuildingId);
|
||||
if (b)
|
||||
@@ -904,259 +852,8 @@ void SelectedBuildingPanel::onClearBelt()
|
||||
|
||||
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const EntitySelectionChangedEvent> event)
|
||||
{
|
||||
m_selectedEntities = event->entities;
|
||||
if (!m_selectedEntities.empty())
|
||||
{
|
||||
// A field selection supersedes any building selection (REQ-UI-SELECTION-CATEGORIES).
|
||||
m_selectedBuildingIds.clear();
|
||||
}
|
||||
buildFieldSelection();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildFieldSelection()
|
||||
{
|
||||
if (m_selectedEntities.empty() && m_selectedDebris.empty())
|
||||
{
|
||||
// Nothing in the field category. Fall back to empty unless buildings own the panel.
|
||||
clearEntityDisplay();
|
||||
m_scrapLabel->hide();
|
||||
if (m_selectedBuildingIds.empty())
|
||||
{
|
||||
buildEmpty();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// A field selection owns the panel: drop any building content.
|
||||
clearContent();
|
||||
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
|
||||
// A full single-object stats panel is shown only for a lone field object: one actor
|
||||
// with no debris, or one piece of debris with no actors. As soon as the selection holds
|
||||
// more than one object (multiple actors, multiple debris, or actors plus debris), the
|
||||
// panel switches to the compact count summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
|
||||
{
|
||||
m_entitySummaryLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
const entt::entity entity = m_selectedEntities.front();
|
||||
if (admin.isValid(entity) && admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
buildEntityShip(entity);
|
||||
}
|
||||
else if (admin.isValid(entity) && admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
buildEntityStation(entity);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
|
||||
{
|
||||
// Single piece of debris: a "Debris" heading plus a "Scrap" stat row, styled like
|
||||
// the ship/station stats panels (REQ-UI-DEBRIS-PANEL).
|
||||
m_entitySummaryLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
buildDebrisSingle();
|
||||
return;
|
||||
}
|
||||
|
||||
// More than one field object: a compact count summary. buildEntitySummary() appends the
|
||||
// "Debris x N" and "Scrap x N" lines when debris is part of the selection.
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
buildEntitySummary();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildDebrisSingle()
|
||||
{
|
||||
// "Debris" heading + a single "Scrap" stat row for the piece's remaining amount,
|
||||
// mirroring the single-actor stats panels (REQ-UI-DEBRIS-PANEL).
|
||||
m_entityTitleLabel->setText(tr("Debris"));
|
||||
m_entityTitleLabel->show();
|
||||
m_scrapLabel->setText(tr("Scrap: %1").arg(selectedDebrisScrapTotal()));
|
||||
m_scrapLabel->show();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildEntitySummary()
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
|
||||
// Group actors by faction + kind + ship schematic, preserving first-seen order
|
||||
// (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
std::vector<QString> keys;
|
||||
std::map<QString, int> counts;
|
||||
std::map<QString, QString> labels;
|
||||
|
||||
for (entt::entity entity : m_selectedEntities)
|
||||
{
|
||||
if (!admin.isValid(entity)) { continue; }
|
||||
const bool isEnemy = admin.hasAll<FactionComponent>(entity)
|
||||
&& admin.get<FactionComponent>(entity).isEnemy;
|
||||
|
||||
QString key;
|
||||
QString label;
|
||||
if (admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
const std::string& id = admin.get<ShipIdentityComponent>(entity).schematicId;
|
||||
const QString name = QString::fromStdString(toDisplayName(id));
|
||||
key = (isEnemy ? QStringLiteral("ship:enemy:") : QStringLiteral("ship:player:"))
|
||||
+ QString::fromStdString(id);
|
||||
label = isEnemy ? tr("Enemy %1").arg(name) : name;
|
||||
}
|
||||
else if (admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
key = isEnemy ? QStringLiteral("station:enemy") : QStringLiteral("station:player");
|
||||
label = isEnemy ? tr("Enemy Defence Station") : tr("Player Defence Station");
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (counts.find(key) == counts.end())
|
||||
{
|
||||
keys.push_back(key);
|
||||
labels[key] = label;
|
||||
}
|
||||
counts[key] += 1;
|
||||
}
|
||||
|
||||
// One "<type> x <count>" line per group (matching the recipe tooltip and the building
|
||||
// multi-selection). No total-count header, consistent with the building panel. When
|
||||
// debris is part of the selection, a "Debris x <count>" line followed by a
|
||||
// "Scrap x <total>" line are appended into the same label so the line spacing is
|
||||
// uniform (REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-DEBRIS-PANEL).
|
||||
QStringList lines;
|
||||
for (const QString& key : keys)
|
||||
{
|
||||
lines << tr("%1 x %2").arg(labels[key]).arg(counts[key]);
|
||||
}
|
||||
if (!m_selectedDebris.empty())
|
||||
{
|
||||
lines << tr("Debris x %1").arg(static_cast<int>(m_selectedDebris.size()));
|
||||
lines << scrapTotalText();
|
||||
}
|
||||
m_entitySummaryLabel->setText(lines.join('\n'));
|
||||
m_entitySummaryLabel->show();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildEntityShip(entt::entity entity)
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
const ShipIdentityComponent& identity = admin.get<ShipIdentityComponent>(entity);
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
|
||||
m_entityTitleLabel->setText(tr("Ship: %1")
|
||||
.arg(QString::fromStdString(identity.schematicId)));
|
||||
m_entityTitleLabel->show();
|
||||
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
m_entityStatsPanel->setBehavior(
|
||||
admin.get<SelectedBehaviorComponent>(entity).winner);
|
||||
m_entityStatsPanel->setDebugDrawEnabled(m_debugDraw);
|
||||
|
||||
const ShipDef* schematicDef =
|
||||
m_config->ships.findShipDef(identity.schematicId);
|
||||
if (schematicDef)
|
||||
{
|
||||
const double threat = calculateShipThreatCost(
|
||||
m_config->threatCosts, *m_config, schematicDef->id,
|
||||
schematicDef->defaultModules);
|
||||
m_entityStatsPanel->setThreatCost(threat);
|
||||
}
|
||||
|
||||
m_entityStatsPanel->show();
|
||||
|
||||
m_stationStatsLabel->hide();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildEntityStation(entt::entity entity)
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
|
||||
const bool isEnemy = admin.hasAll<FactionComponent>(entity)
|
||||
&& admin.get<FactionComponent>(entity).isEnemy;
|
||||
m_entityTitleLabel->setText(isEnemy
|
||||
? tr("Enemy Defence Station")
|
||||
: tr("Player Defence Station"));
|
||||
m_entityTitleLabel->show();
|
||||
|
||||
float totalDps = 0.0f;
|
||||
float maxRange = 0.0f;
|
||||
bool hasWeapons = false;
|
||||
|
||||
admin.forEach<ModuleOwnerComponent, WeaponComponent>(
|
||||
[&](entt::entity /*child*/, const ModuleOwnerComponent& owner, const WeaponComponent& w)
|
||||
{
|
||||
if (owner.owner != entity) { return; }
|
||||
hasWeapons = true;
|
||||
totalDps += w.damage * w.fireRateHz;
|
||||
if (w.range_tiles > maxRange) { maxRange = w.range_tiles; }
|
||||
});
|
||||
|
||||
QString statsText = tr("HP: %1 / %2")
|
||||
.arg(static_cast<int>(health.hp + 0.5f))
|
||||
.arg(static_cast<int>(health.maxHp + 0.5f));
|
||||
|
||||
if (hasWeapons)
|
||||
{
|
||||
statsText += tr("\nDPS: %1").arg(QString::number(static_cast<double>(totalDps), 'f', 1));
|
||||
statsText += tr("\nRange: %1 tiles").arg(QString::number(static_cast<double>(maxRange), 'f', 1));
|
||||
}
|
||||
|
||||
m_stationStatsLabel->setText(statsText);
|
||||
m_stationStatsLabel->show();
|
||||
|
||||
m_entityStatsPanel->hide();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::refreshEntityStats()
|
||||
{
|
||||
// Only the single-actor stats panel needs a live refresh; the multi-actor summary is
|
||||
// static counts, and GameWorldView prunes dead/despawned actors and re-emits the
|
||||
// selection (REQ-UI-ENTITY-CLICK-SELECT), so the panel does not mutate it here.
|
||||
if (m_selectedEntities.size() != 1) { return; }
|
||||
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
const entt::entity entity = m_selectedEntities.front();
|
||||
|
||||
if (!admin.isValid(entity) || !admin.hasAll<HealthComponent>(entity)) { return; }
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
if (health.hp <= 0.0f) { return; }
|
||||
|
||||
if (admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
m_entityStatsPanel->setBehavior(
|
||||
admin.get<SelectedBehaviorComponent>(entity).winner);
|
||||
}
|
||||
else if (admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
buildEntityStation(entity);
|
||||
}
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::clearEntityDisplay()
|
||||
{
|
||||
m_selectedEntities.clear();
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
m_entitySummaryLabel->hide();
|
||||
m_fieldSelectionPanel->setSelectedEntities(event->entities);
|
||||
yieldToFieldSelection();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const SelectionChangedEvent> event)
|
||||
@@ -1166,39 +863,9 @@ void SelectedBuildingPanel::handleEvent(std::shared_ptr<const SelectionChangedEv
|
||||
|
||||
void SelectedBuildingPanel::handleEvent(
|
||||
std::shared_ptr<const DebrisSelectionChangedEvent> event)
|
||||
{
|
||||
m_selectedDebris = event->debris;
|
||||
if (!m_selectedDebris.empty())
|
||||
{
|
||||
// Debris is a field object: it supersedes any building selection but coexists
|
||||
// with actors (REQ-UI-SELECTION-CATEGORIES).
|
||||
m_selectedBuildingIds.clear();
|
||||
}
|
||||
buildFieldSelection();
|
||||
}
|
||||
|
||||
int SelectedBuildingPanel::selectedDebrisScrapTotal() const
|
||||
{
|
||||
// Sum the remaining scrap across the still-living selected debris (REQ-UI-DEBRIS-PANEL).
|
||||
int total = 0;
|
||||
for (const DebrisInfo& info : m_sim->getDebrisSystem().getAllDebrisInfo())
|
||||
{
|
||||
if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), info.entity)
|
||||
!= m_selectedDebris.end())
|
||||
{
|
||||
total += info.amount;
|
||||
}
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
QString SelectedBuildingPanel::scrapTotalText() const
|
||||
{
|
||||
return tr("Scrap x %1").arg(selectedDebrisScrapTotal());
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event)
|
||||
{
|
||||
m_debugDraw = event->active;
|
||||
m_entityStatsPanel->setDebugDrawEnabled(event->active);
|
||||
m_fieldSelectionPanel->setSelectedDebris(event->debris);
|
||||
yieldToFieldSelection();
|
||||
}
|
||||
|
||||
@@ -7,12 +7,9 @@
|
||||
#include <QPoint>
|
||||
#include <QWidget>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "BeltSystem.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingId.h"
|
||||
#include "DebugDrawToggledEvent.h"
|
||||
#include "EntitySelectionChangedEvent.h"
|
||||
#include "EventHandler.h"
|
||||
#include "GameConfig.h"
|
||||
@@ -26,20 +23,27 @@
|
||||
#include "TickAdvancedEvent.h"
|
||||
|
||||
class Simulation;
|
||||
class FieldSelectionPanel;
|
||||
class ShipLayoutPreview;
|
||||
class ShipStatsPanel;
|
||||
class QLabel;
|
||||
class QListWidget;
|
||||
class QPushButton;
|
||||
class QVBoxLayout;
|
||||
|
||||
// Shows the current selection. The building category (buildings and construction sites)
|
||||
// is rendered by this panel itself; the field category (ships, defence stations, debris)
|
||||
// is rendered by the embedded FieldSelectionPanel.
|
||||
//
|
||||
// The two categories are mutually exclusive (REQ-UI-SELECTION-CATEGORIES) and this panel
|
||||
// is the sole arbiter of which one owns the content: it listens to all three selection
|
||||
// events, forwards the field ones to the child panel, and drops the losing category's
|
||||
// content. Neither panel touches the other's widgets.
|
||||
class SelectedBuildingPanel : public QWidget,
|
||||
public CombinedEventHandler<TickAdvancedEvent,
|
||||
PlayerCommandsAppliedEvent,
|
||||
EntitySelectionChangedEvent,
|
||||
SelectionChangedEvent,
|
||||
DebrisSelectionChangedEvent,
|
||||
DebugDrawToggledEvent>
|
||||
DebrisSelectionChangedEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
@@ -54,7 +58,6 @@ private:
|
||||
void handleEvent(std::shared_ptr<const EntitySelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const SelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const DebrisSelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event) override;
|
||||
|
||||
private slots:
|
||||
void onSelectRecipeClicked();
|
||||
@@ -73,17 +76,14 @@ private:
|
||||
};
|
||||
|
||||
void onSelectionChanged(const std::vector<BuildingId>& ids);
|
||||
// Gives the panel to the field category once it has anything selected.
|
||||
void yieldToFieldSelection();
|
||||
void refreshSelectionDisplay(RefreshReason reason);
|
||||
void rebuild();
|
||||
void hideAllWidgets();
|
||||
void clearContent();
|
||||
void buildEmpty();
|
||||
void buildSingle(BuildingId id);
|
||||
void buildMulti(const std::vector<BuildingId>& ids);
|
||||
// Summed remaining scrap across the selected debris (REQ-UI-DEBRIS-PANEL).
|
||||
int selectedDebrisScrapTotal() const;
|
||||
// "Scrap x N" line for the multi-object summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
QString scrapTotalText() const;
|
||||
void refreshBuffers(const Building* b);
|
||||
void refreshSiteProgress(const ConstructionSite* s);
|
||||
void updateShipyardLayoutWidgets(BuildingType type,
|
||||
@@ -116,28 +116,7 @@ private:
|
||||
QPoint m_splitterTile;
|
||||
std::string m_currentRecipeId;
|
||||
|
||||
bool m_debugDraw = false;
|
||||
// The selected ships/defence stations. Shares the "field" selection category with
|
||||
// debris (m_selectedDebris): both can be non-empty at once (REQ-UI-SELECTION-CATEGORIES).
|
||||
std::vector<entt::entity> m_selectedEntities;
|
||||
ShipStatsPanel* m_entityStatsPanel;
|
||||
QLabel* m_entityTitleLabel;
|
||||
QLabel* m_stationStatsLabel;
|
||||
QLabel* m_entitySummaryLabel;
|
||||
|
||||
std::vector<entt::entity> m_selectedDebris;
|
||||
// Shows the debris "Scrap" stat row (single selection) — the scrap total for the
|
||||
// multi-object summary lives in m_entitySummaryLabel instead.
|
||||
QLabel* m_scrapLabel;
|
||||
|
||||
// Renders the combined field selection (actors + debris): a single-object stats panel
|
||||
// (ship, station, or debris) or a multi-object count summary that appends the debris
|
||||
// count and scrap total when debris is also selected (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
void buildFieldSelection();
|
||||
void buildEntityShip(entt::entity entity);
|
||||
void buildEntityStation(entt::entity entity);
|
||||
void buildEntitySummary();
|
||||
void buildDebrisSingle();
|
||||
void refreshEntityStats();
|
||||
void clearEntityDisplay();
|
||||
// Renders the field selection (actors + debris) below the building content
|
||||
// (REQ-UI-FIELD-MULTI-SELECTION). Hides itself while nothing field-side is selected.
|
||||
FieldSelectionPanel* m_fieldSelectionPanel;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user