beyond-all-reason / beyond-all-reason/RecoilEngine

Building grid UI could skip open yard tiles

Open
#1,682 2 comments 0 reactions 0 assignees View on GitHub
enhancement
Dominant language
C++
Stars
679
Forks
290
Avg merge
3d 2h
Merged PRs (30d)
40

Description

Consider this 5x5 yardmap:
```
yyoyy
yoooy
ooooo
yoooy
yyoyy
```
Right now placement GUI looks like this:
![solars_1](https://github.com/user-attachments/assets/7259d852-d2ba-4c8c-8243-0a9b3515d4b6)

Which is slightly confusing since the corners overlap. The request is to give the option to only render the "real" tiles:
![solars_3](https://github.com/user-attachments/assets/f16427f9-5054-40e0-a3ac-62982aed76d0)

Remarks:
* this should be an option, the default should remain to render the full rectangle as-is
* i'm not sure if there are other fully ignored yardmap tiles like `y`, check and handle them as well
* i'm not specifying how to enable the option (springsetting? modrule? some lua callin/callout?), your choice

Contributor guide

Open the contributing guide

Research direction

The issue names no files or tests. Start by locating the building placement GUI and yardmap handling, then determine how fully ignored tiles such as `y` are identified and how an opt-in setting can control rendering while preserving the current full-rectangle default; done means the example grid renders both modes correctly.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
frontend, game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
30/100

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