Files
dota_factory/src/ui/SelectedBuildingPanel.cpp

859 lines
27 KiB
C++

#include "SelectedBuildingPanel.h"
#include "FactoryQueries.h"
#include <algorithm>
#include <cctype>
#include <map>
#include <set>
#include <string>
#include <QLabel>
#include <QListWidget>
#include <QPushButton>
#include <QVBoxLayout>
#include "BeltSystem.h"
#include "Command.h"
#include "CommandRequestedEvent.h"
#include "EntitySelectionChangedEvent.h"
#include "EventManager.h"
#include "FieldSelectionPanel.h"
#include "TickAdvancedEvent.h"
#include "Building.h"
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "ItemType.h"
#include "LayoutDialogRequestedEvent.h"
#include "ModulesConfig.h"
#include "PlayerCommandsAppliedEvent.h"
#include "RecipeSelectionDialog.h"
#include "RecipeSelectionRequestedEvent.h"
#include "Rotation.h"
#include "ShipLayoutPreview.h"
#include "Simulation.h"
namespace
{
QString buildingTypeName(BuildingType type)
{
if (type == BuildingType::Hq)
{
return QObject::tr("Player HQ");
}
const std::string id = buildingTypeId(type);
QString result;
bool nextUpper = true;
for (char c : id)
{
if (c == '_')
{
result += ' ';
nextUpper = true;
}
else if (nextUpper)
{
result += static_cast<char>(std::toupper(static_cast<unsigned char>(c)));
nextUpper = false;
}
else
{
result += c;
}
}
return result;
}
bool isProductionBuilding(BuildingType type)
{
return type == BuildingType::Miner
|| type == BuildingType::Smelter
|| type == BuildingType::Assembler
|| type == BuildingType::ReprocessingPlant
|| type == BuildingType::Shipyard;
}
// Buildings that expose a player recipe/schematic selection control
// (REQ-UI-SELECT-BUTTON): Miner ore type, Assembler recipe, Shipyard schematic.
// The Smelter and Reprocessing Plant auto-process and offer no selection
// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
bool hasRecipeSelection(BuildingType type)
{
return type == BuildingType::Miner
|| type == BuildingType::Assembler
|| type == BuildingType::Shipyard;
}
QString rotationLabel(Rotation r)
{
switch (r)
{
case Rotation::North: return QObject::tr("North (↑)");
case Rotation::East: return QObject::tr("East (→)");
case Rotation::South: return QObject::tr("South (↓)");
case Rotation::West: return QObject::tr("West (←)");
}
return "";
}
} // namespace
SelectedBuildingPanel::SelectedBuildingPanel(Simulation* sim,
const GameConfig* config,
QWidget* parent)
: QWidget(parent)
, m_sim(sim)
, m_config(config)
, m_splitterTile(0, 0)
{
m_layout = new QVBoxLayout(this);
m_layout->setContentsMargins(8, 8, 8, 8);
m_layout->setSpacing(4);
m_layout->setAlignment(Qt::AlignTop);
m_titleLabel = new QLabel(this);
m_recipeSelectButton = new QPushButton(this);
m_clearBeltBtn = new QPushButton(tr("Clear Items"), this);
m_filterALabel = new QLabel(this);
m_filterAList = new QListWidget(this);
m_filterBLabel = new QLabel(this);
m_filterBList = new QListWidget(this);
m_layoutPreview = new ShipLayoutPreview(this);
m_configureLayoutBtn = new QPushButton(tr("Configure Layout"), this);
m_buffersLabel = new QLabel(this);
m_buffersLabel->setWordWrap(true);
m_filterAList->setMaximumHeight(100);
m_filterBList->setMaximumHeight(100);
m_layout->addWidget(m_titleLabel);
m_layout->addWidget(m_recipeSelectButton);
m_layout->addWidget(m_layoutPreview);
m_layout->addWidget(m_configureLayoutBtn);
m_layout->addWidget(m_clearBeltBtn);
m_layout->addWidget(m_filterALabel);
m_layout->addWidget(m_filterAList);
m_layout->addWidget(m_filterBLabel);
m_layout->addWidget(m_filterBList);
m_layout->addWidget(m_buffersLabel);
connect(m_recipeSelectButton, &QPushButton::clicked,
this, &SelectedBuildingPanel::onSelectRecipeClicked);
connect(m_clearBeltBtn, &QPushButton::clicked,
this, &SelectedBuildingPanel::onClearBelt);
connect(m_configureLayoutBtn, &QPushButton::clicked, this, [this]() {
if (m_singleBuildingId.has_value())
{
EventManager::getInstance()->sendEventImmediately(
std::make_shared<LayoutDialogRequestedEvent>(*m_singleBuildingId));
}
});
connect(m_filterAList, &QListWidget::itemChanged,
this, &SelectedBuildingPanel::onSplitterFilterChanged);
connect(m_filterBList, &QListWidget::itemChanged,
this, &SelectedBuildingPanel::onSplitterFilterChanged);
// 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();
registerForEvents();
}
SelectedBuildingPanel::~SelectedBuildingPanel()
{
unregisterForEvents();
}
void SelectedBuildingPanel::onSelectionChanged(const std::vector<BuildingId>& ids)
{
m_selectedBuildingIds = ids;
if (!ids.empty())
{
// A building selection is exclusive: it supersedes any field selection —
// actors and scrap (REQ-UI-SELECTION-CATEGORIES).
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())
{
buildEmpty();
}
else if (m_selectedBuildingIds.size() == 1)
{
buildSingle(m_selectedBuildingIds[0]);
}
else
{
buildMulti(m_selectedBuildingIds);
}
}
void SelectedBuildingPanel::hideAllWidgets()
{
m_titleLabel->hide();
m_recipeSelectButton->hide();
m_layoutPreview->hide();
m_configureLayoutBtn->hide();
m_clearBeltBtn->hide();
m_filterALabel->hide();
m_filterAList->hide();
m_filterBLabel->hide();
m_filterBList->hide();
m_buffersLabel->hide();
}
void SelectedBuildingPanel::buildEmpty()
{
// 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)
{
m_singleBuildingId = id;
hideAllWidgets();
const Building* b = findBuilding(m_sim->getFactoryState(), id);
const ConstructionSite* s = b ? nullptr : findSite(m_sim->getFactoryState(), id);
if (!b && !s)
{
buildEmpty();
return;
}
m_singleIsSite = (s != nullptr);
// A construction site exposes the same configuration as the operational
// building it will become (REQ-BLD-SITE-CONFIG). The only difference is
// that its buffer/production rows are replaced by a construction-progress
// line, since a site has no buffers and runs no production cycle.
const BuildingType type = b ? b->type : s->type;
const std::string& recipeId = b ? b->recipeId : s->recipeId;
const std::optional<ShipLayoutConfig>& shipLayout =
b ? b->shipLayout : s->shipLayout;
const QPoint anchor = b ? b->anchor : s->anchor;
m_titleLabel->setText(m_singleIsSite
? tr("(Building) %1").arg(buildingTypeName(type))
: buildingTypeName(type));
m_titleLabel->show();
m_buffersLabel->show();
if (hasRecipeSelection(type))
{
const std::vector<RecipeSelectionOption> options =
buildRecipeSelectionOptions(type, *m_sim, *m_config);
const RecipeSelectionOption* current = nullptr;
for (const RecipeSelectionOption& option : options)
{
if (option.id == recipeId)
{
current = &option;
break;
}
}
if (current && !current->id.empty())
{
m_recipeSelectButton->setText(current->caption);
m_recipeSelectButton->setToolTip(current->tooltip);
}
else
{
const QString placeholder = (type == BuildingType::Shipyard)
? tr("Select schematic")
: tr("Select recipe");
m_recipeSelectButton->setText(placeholder);
m_recipeSelectButton->setToolTip(QString());
}
m_recipeSelectButton->show();
updateShipyardLayoutWidgets(type, recipeId, shipLayout);
}
else
{
m_recipeSelectButton->hide();
updateShipyardLayoutWidgets(type, recipeId, shipLayout);
}
// Belt "Clear" removes items from a live belt tile; a construction site has
// none and is not registered with BeltSystem yet, so hide it for sites.
if (isBeltSubsystemType(type) && !m_singleIsSite)
{
m_clearBeltBtn->show();
}
else
{
m_clearBeltBtn->hide();
}
if (type == BuildingType::Splitter)
{
std::optional<BeltSystem::SplitterInfo> info;
if (m_singleIsSite)
{
info = getSiteSplitterInfo(m_sim->getFactoryState(), m_sim->getConfig(), id);
}
else
{
m_splitterTile = anchor;
info = m_sim->getBelts().getSplitterInfo(m_splitterTile);
}
buildSplitterFilters(info);
}
else
{
m_filterALabel->hide();
m_filterAList->hide();
m_filterBLabel->hide();
m_filterBList->hide();
}
if (m_singleIsSite)
{
refreshSiteProgress(s);
}
else
{
refreshBuffers(b);
}
}
void SelectedBuildingPanel::refreshSiteProgress(const ConstructionSite* s)
{
QString progress;
if (s->completesAt == 0)
{
progress = tr("Queued");
}
else
{
const BuildingDef* def = nullptr;
for (const BuildingDef& d : m_config->buildings.buildings)
{
if (d.type == s->type) { def = &d; break; }
}
if (def && def->constructionTimeSeconds > 0)
{
const Tick duration = secondsToTicks(def->constructionTimeSeconds);
const Tick elapsed = m_sim->getCurrentTick() - (s->completesAt - duration);
const int pct = static_cast<int>(
std::max(Tick(0), std::min(duration, elapsed)) * 100 / duration);
progress = tr("%1% complete").arg(pct);
}
else
{
progress = tr("Building...");
}
}
m_buffersLabel->setText(progress);
}
void SelectedBuildingPanel::refreshBuffers(const Building* b)
{
const RecipeDef* recipe = findRecipe(b);
const ShipDef* shipDef = (b->type == BuildingType::Shipyard)
? findShipDef(b->recipeId)
: nullptr;
// Auto-recipe buildings (Smelter, Reprocessing Plant) have no selected
// recipe; while a cycle runs, resolve the recipe actually in production so
// the cycle time and progress can be shown (REQ-UI-PRODUCTION-PROGRESS).
if (!recipe && isAutoRecipeBuildingType(b->type) && b->production.has_value())
{
recipe = m_config->recipes.findRecipeDef(b->production->recipeId, b->type);
}
QString bufText;
if (!b->inputBuffer.counts.empty())
{
bufText += tr("Input: ");
for (const std::pair<const ItemType, int>& entry : b->inputBuffer.counts)
{
int perCycle = 0;
if (recipe)
{
for (const RecipeIngredient& ing : recipe->inputs)
{
if (ing.item == entry.first.id) { perCycle = ing.amount; break; }
}
}
else if (shipDef)
{
for (const RecipeIngredient& mat : shipDef->schematic.materials)
{
if (mat.item == entry.first.id) { perCycle = mat.amount; break; }
}
if (b->shipLayout.has_value())
{
for (const PlacedModule& pm : b->shipLayout->placedModules)
{
const ModuleDef* modDef =
m_config->modules.findModuleDef(pm.moduleId);
if (!modDef) { continue; }
for (const RecipeIngredient& ing : modDef->materials)
{
if (ing.item == entry.first.id)
{
perCycle += ing.amount;
}
}
}
}
}
bufText += QString::fromStdString(entry.first.id)
+ ": " + QString::number(entry.second);
if (perCycle > 0)
{
bufText += "/" + QString::number(perCycle);
}
bufText += " ";
}
bufText += "\n";
}
// Count output-side items: buffered plus still-emerging on the output belts.
// An emerging item still belongs to the output buffer (REQ-MAT-OUTPUT-EMERGE),
// so it must be included here or it would vanish from the panel while animating.
std::map<std::string, int> outCounts;
for (const Item& item : b->outputBuffer.items)
{
outCounts[item.type.id]++;
}
for (const std::vector<BeltItemSlot>& lane : b->emergingItems)
{
for (const BeltItemSlot& slot : lane)
{
outCounts[slot.item.type.id]++;
}
}
if (recipe && !recipe->outputs.empty())
{
bufText += tr("Output: ");
for (const RecipeOutput& out : recipe->outputs)
{
const std::map<std::string, int>::const_iterator it =
outCounts.find(out.item);
const int count = (it != outCounts.end()) ? it->second : 0;
bufText += QString::fromStdString(out.item)
+ ": " + QString::number(count)
+ "/" + QString::number(out.amount) + " ";
}
}
else if (!outCounts.empty())
{
bufText += tr("Output: ");
for (const std::pair<const std::string, int>& entry : outCounts)
{
bufText += QString::fromStdString(entry.first)
+ ": " + QString::number(entry.second) + " ";
}
}
if (isProductionBuilding(b->type)
&& (recipe || shipDef || isAutoRecipeBuildingType(b->type)))
{
if (recipe || shipDef)
{
double durationSeconds = recipe
? recipe->durationSeconds
: shipDef->schematic.productionTimeSeconds;
if (shipDef && b->shipLayout.has_value())
{
for (const PlacedModule& pm : b->shipLayout->placedModules)
{
const ModuleDef* modDef =
m_config->modules.findModuleDef(pm.moduleId);
if (modDef)
{
durationSeconds += modDef->productionTimeSeconds;
}
}
}
bufText += tr("Cycle: %1 s\n").arg(durationSeconds, 0, 'f', 1);
if (b->production.has_value())
{
const Tick cycleTicks = secondsToTicks(durationSeconds);
const Tick completesAt = b->production->completesAt;
const Tick currentTick = m_sim->getCurrentTick();
const Tick elapsed = currentTick - (completesAt - cycleTicks);
const int pct = static_cast<int>(
std::max(Tick(0), std::min(cycleTicks, elapsed)) * 100 / cycleTicks);
bufText += tr("Progress: %1%\n").arg(pct);
}
else
{
bufText += tr("Progress: idle\n");
}
}
else
{
// Auto-recipe building with no active cycle: no single recipe to
// show a cycle time for.
bufText += tr("Progress: idle\n");
}
}
m_buffersLabel->setText(bufText);
// The recipe/schematic is applied via a queued command that only drains on a
// later frame, so the per-tick refresh must own the shipyard preview and the
// Configure Layout button's visibility; otherwise they stay hidden until the
// building is re-selected (which re-runs buildSingle).
updateShipyardLayoutWidgets(b->type, b->recipeId, b->shipLayout);
}
void SelectedBuildingPanel::updateShipyardLayoutWidgets(
BuildingType type,
const std::string& recipeId,
const std::optional<ShipLayoutConfig>& shipLayout)
{
// The preview and Configure button are shipyard-only controls; hide them
// entirely for other building types.
if (type != BuildingType::Shipyard)
{
m_layoutPreview->hide();
m_configureLayoutBtn->hide();
return;
}
const ShipDef* shipDef = findShipDef(recipeId);
const bool hasSchematic = shipDef && !shipDef->layout.empty();
// Always show the preview and Configure button for a shipyard; they are only
// enabled once a schematic is selected (REQ-MOD-UI-PREVIEW).
if (hasSchematic)
{
ShipLayoutConfig layout;
if (shipLayout.has_value())
{
layout = *shipLayout;
}
m_layoutPreview->setShipAndLayout(
shipDef->layout, layout, &m_config->modules);
}
else
{
m_layoutPreview->showPlaceholder();
}
m_layoutPreview->setEnabled(hasSchematic);
m_configureLayoutBtn->setEnabled(hasSchematic);
m_layoutPreview->show();
m_configureLayoutBtn->show();
}
const RecipeDef* SelectedBuildingPanel::findRecipe(const Building* b) const
{
if (b->recipeId.empty()) { return nullptr; }
return m_config->recipes.findRecipeDef(b->recipeId, b->type);
}
const ShipDef* SelectedBuildingPanel::findShipDef(const std::string& id) const
{
if (id.empty()) { return nullptr; }
return m_config->ships.findShipDef(id);
}
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const TickAdvancedEvent> /*event*/)
{
refreshSelectionDisplay(RefreshReason::PeriodicTick);
}
void SelectedBuildingPanel::handleEvent(
std::shared_ptr<const PlayerCommandsAppliedEvent> /*event*/)
{
// Player commands (e.g. choosing a shipyard schematic) are applied by a
// queued drain, not synchronously. When the game is paused no tick advances,
// so TickAdvancedEvent never fires; refresh here too, otherwise the panel
// would not reflect the change until the next tick or a re-selection.
refreshSelectionDisplay(RefreshReason::CommandApplied);
}
void SelectedBuildingPanel::refreshSelectionDisplay(RefreshReason reason)
{
// 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 = findBuilding(m_sim->getFactoryState(), *m_singleBuildingId);
if (b)
{
if (m_titleLabel->text().startsWith(tr("(Building) ")))
{
rebuild();
}
else
{
refreshBuffers(b);
}
return;
}
const ConstructionSite* s = findSite(m_sim->getFactoryState(), *m_singleBuildingId);
if (s)
{
// A periodic tick only advances construction progress, so update just the
// progress label. Rebuilding every tick would hide/re-show all widgets and
// cancel any in-progress click on the recipe button. An applied command
// may have changed the site's recipe/layout, so rebuild in that case.
if (reason == RefreshReason::CommandApplied)
{
rebuild();
}
else
{
refreshSiteProgress(s);
}
return;
}
buildEmpty();
}
void SelectedBuildingPanel::buildMulti(const std::vector<BuildingId>& ids)
{
m_singleBuildingId = std::nullopt;
m_recipeSelectButton->hide();
m_clearBeltBtn->hide();
m_filterALabel->hide();
m_filterAList->hide();
m_filterBLabel->hide();
m_filterBList->hide();
m_buffersLabel->hide();
std::map<BuildingType, int> counts;
for (BuildingId id : ids)
{
const Building* b = findBuilding(m_sim->getFactoryState(), id);
if (b)
{
counts[b->type]++;
continue;
}
const ConstructionSite* s = findSite(m_sim->getFactoryState(), id);
if (s)
{
counts[s->type]++;
}
}
bool hasBelt = false;
int totalCost = 0;
QString text;
for (const std::pair<const BuildingType, int>& entry : counts)
{
text += buildingTypeName(entry.first) + " x "
+ QString::number(entry.second) + "\n";
if (isBeltSubsystemType(entry.first))
{
hasBelt = true;
}
// Total placement cost counts only player-placeable buildings; the HQ
// and defence stations are excluded (REQ-UI-MULTI-SELECTION).
const BuildingDef* def = m_config->buildings.findBuildingDef(entry.first);
if (def && def->playerPlaceable)
{
totalCost += def->cost * entry.second;
}
}
text += tr("Total: %1 Building Blocks").arg(totalCost);
m_titleLabel->setText(text.trimmed());
m_titleLabel->show();
if (hasBelt)
{
m_clearBeltBtn->show();
}
}
void SelectedBuildingPanel::onSelectRecipeClicked()
{
if (!m_singleBuildingId.has_value())
{
return;
}
// The emit is synchronous: MainWindow pauses the game, runs the modal
// selection dialog, and restores the speed before this returns. The chosen
// recipe/schematic is only *enqueued* as a command, though, and drains on a
// later frame -- so this rebuild() still sees the old recipe. The per-tick
// refreshBuffers() path picks up the new schematic (and shows the layout
// preview + Configure Layout button) once the command has been applied.
EventManager::getInstance()->sendEventImmediately(
std::make_shared<RecipeSelectionRequestedEvent>(*m_singleBuildingId));
rebuild();
}
void SelectedBuildingPanel::buildSplitterFilters(
const std::optional<BeltSystem::SplitterInfo>& info)
{
if (!info.has_value())
{
m_filterALabel->hide();
m_filterAList->hide();
m_filterBLabel->hide();
m_filterBList->hide();
return;
}
const std::vector<std::string> items = getAllItemIds();
auto populateList = [&](QListWidget* list, QLabel* label,
const QString& dirLabel,
const std::vector<ItemType>& filter)
{
label->setText(tr("%1 filter (empty = all):").arg(dirLabel));
list->blockSignals(true);
list->clear();
for (const std::string& itemId : items)
{
if (!m_sim->isItemUnlocked(itemId)) { continue; }
QListWidgetItem* row = new QListWidgetItem(
QString::fromStdString(itemId), list);
const bool checked = filter.empty()
? false
: std::find(filter.begin(), filter.end(),
ItemType{itemId}) != filter.end();
row->setCheckState(checked ? Qt::Checked : Qt::Unchecked);
row->setFlags(row->flags() | Qt::ItemIsUserCheckable);
}
list->blockSignals(false);
label->show();
list->show();
};
populateList(m_filterAList, m_filterALabel,
rotationLabel(info->outputA), info->filterA);
populateList(m_filterBList, m_filterBLabel,
rotationLabel(info->outputB), info->filterB);
}
void SelectedBuildingPanel::onSplitterFilterChanged()
{
if (!m_singleBuildingId.has_value())
{
return;
}
auto collectFilter = [](QListWidget* list) -> std::vector<ItemType>
{
std::vector<ItemType> filter;
for (int i = 0; i < list->count(); ++i)
{
const QListWidgetItem* row = list->item(i);
if (row->checkState() == Qt::Checked)
{
filter.push_back(ItemType{row->text().toStdString()});
}
}
return filter;
};
if (m_singleIsSite)
{
std::shared_ptr<SetSiteSplitterFiltersCommand> command =
std::make_shared<SetSiteSplitterFiltersCommand>();
command->id = *m_singleBuildingId;
command->filterA = collectFilter(m_filterAList);
command->filterB = collectFilter(m_filterBList);
EventManager::getInstance()->sendEventImmediately(
std::make_shared<CommandRequestedEvent>(command));
}
else
{
std::shared_ptr<SetSplitterFiltersCommand> command =
std::make_shared<SetSplitterFiltersCommand>();
command->tile = m_splitterTile;
command->filterA = collectFilter(m_filterAList);
command->filterB = collectFilter(m_filterBList);
EventManager::getInstance()->sendEventImmediately(
std::make_shared<CommandRequestedEvent>(command));
}
}
std::vector<std::string> SelectedBuildingPanel::getAllItemIds() const
{
std::set<std::string> seen;
for (const RecipeDef& recipe : m_config->recipes.recipes)
{
for (const RecipeIngredient& ing : recipe.inputs)
{
seen.insert(ing.item);
}
for (const RecipeOutput& out : recipe.outputs)
{
seen.insert(out.item);
}
}
return std::vector<std::string>(seen.begin(), seen.end());
}
void SelectedBuildingPanel::onClearBelt()
{
std::vector<QPoint> tiles;
for (BuildingId id : m_selectedBuildingIds)
{
const Building* b = findBuilding(m_sim->getFactoryState(), id);
if (b && isBeltSubsystemType(b->type))
{
for (const QPoint& cell : b->bodyCells)
{
tiles.push_back(cell);
}
}
}
if (!tiles.empty())
{
std::shared_ptr<ClearBeltTilesCommand> command =
std::make_shared<ClearBeltTilesCommand>();
command->tiles = std::move(tiles);
EventManager::getInstance()->sendEventImmediately(
std::make_shared<CommandRequestedEvent>(command));
}
}
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const EntitySelectionChangedEvent> event)
{
m_fieldSelectionPanel->setSelectedEntities(event->entities);
yieldToFieldSelection();
}
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const SelectionChangedEvent> event)
{
onSelectionChanged(event->ids);
}
void SelectedBuildingPanel::handleEvent(
std::shared_ptr<const DebrisSelectionChangedEvent> event)
{
// Debris is a field object: it supersedes any building selection but coexists
// with actors (REQ-UI-SELECTION-CATEGORIES).
m_fieldSelectionPanel->setSelectedDebris(event->debris);
yieldToFieldSelection();
}