(Created page with "This navbox end goal is to mimick the game build UI. Dev notes: - Game orders category just by declaring them in order in data.categories - Order within a category seems to be done with some "id" of who registered first? Not implemented here. - (but if we need that, maybe it's enough to just add an ordering field with the same logic as the one for filter categories.) - In game code, BuildView.lua is where most of the stuff happens - Game filters entities by: - o...") |
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== Description == | |||
This navbox goal is to mimick the game build UI in what categories and items are shown. | |||
== Dev notes == | |||
* Game orders category just by declaring them in order in data.categories | |||
* Order within a category seems to be done with some "id" of who registered first? Not implemented here. | |||
** (but if we need that, maybe it's enough to just add an ordering field with the same logic as the one for filter categories.) | |||
* In game code, BuildView.lua is where most of the stuff happens | |||
* Game filters entities by: | |||
** only stuff that is unlocked by faction | |||
** `if not frame_def.construction_recipe then return end -- not a building` -> This one matches our `entity.recipeType != Construction` in the sub template (BuildingsNavCat) | |||
** `if not bp_frame_def and not def.visual then return end -- no default visual` -> Extract code already skips this |
Latest revision as of 06:59, 3 August 2025
Description[edit source]
This navbox goal is to mimick the game build UI in what categories and items are shown.
Dev notes[edit source]
- Game orders category just by declaring them in order in data.categories
- Order within a category seems to be done with some "id" of who registered first? Not implemented here.
- (but if we need that, maybe it's enough to just add an ordering field with the same logic as the one for filter categories.)
- In game code, BuildView.lua is where most of the stuff happens
- Game filters entities by:
- only stuff that is unlocked by faction
- `if not frame_def.construction_recipe then return end -- not a building` -> This one matches our `entity.recipeType != Construction` in the sub template (BuildingsNavCat)
- `if not bp_frame_def and not def.visual then return end -- no default visual` -> Extract code already skips this