feat(ground-suite): add tactical interaction state
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import 'package:flutter_riverpod/flutter_riverpod.dart';
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import '../../fleet/domain/fleet_unit.dart';
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import '../../vehicle_workspace/domain/vehicle_definition.dart';
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/// A non-modal tactical side panel. Tool state remains in [TacticalMode], so a
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/// panel can never silently become a map action.
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enum TacticalPanel { fleetRoster, unitHangar, unitSetup }
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/// Exactly one local map interaction can be active at a time.
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sealed class TacticalMode {
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const TacticalMode();
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}
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class TacticalBrowseMode extends TacticalMode {
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const TacticalBrowseMode();
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}
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/// The operator's uncommitted local-unit setup. This is intentionally a panel
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/// draft rather than a map tool: choosing a category never creates, connects,
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/// or configures a vehicle.
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class UnitCreationDraft {
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const UnitCreationDraft({
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required this.definition,
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required this.displayName,
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});
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final VehicleDefinition definition;
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final String displayName;
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UnitCreationDraft copyWith({String? displayName}) => UnitCreationDraft(
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definition: definition,
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displayName: displayName ?? this.displayName,
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);
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}
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/// Session-local freehand drawing tool. It never emits a vehicle command.
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class TacticalPencilMode extends TacticalMode {
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TacticalPencilMode({
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this.hue = 164,
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this.saturation = .78,
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this.brightness = .94,
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this.thickness = 3,
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List<LocalScenePoint> keyboardPoints = const [],
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}) : keyboardPoints = List.unmodifiable(keyboardPoints);
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final double hue;
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final double saturation;
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final double brightness;
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final double thickness;
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final List<LocalScenePoint> keyboardPoints;
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}
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/// A local, freehand mark. It deliberately has no map pin or label: Pencil is
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/// continuous ink, not a point-placement tool.
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class LocalSceneDrawing {
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LocalSceneDrawing({
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required this.id,
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required this.hue,
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required this.saturation,
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required this.brightness,
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required this.thickness,
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required List<LocalScenePoint> points,
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}) : points = List.unmodifiable(points);
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final String id;
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final double hue;
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final double saturation;
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final double brightness;
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final double thickness;
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final List<LocalScenePoint> points;
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}
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/// A local point annotation. It is kept distinct from [LocalSceneDrawing] so
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/// an accidental Pencil click can never become a named marker.
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class TacticalMarkerMode extends TacticalMode {
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const TacticalMarkerMode({
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this.hue = 26,
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this.saturation = .68,
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this.brightness = .98,
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this.pendingPoint,
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});
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final double hue;
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final double saturation;
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final double brightness;
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final LocalScenePoint? pendingPoint;
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}
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class LocalSceneMarker {
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const LocalSceneMarker({
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required this.id,
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required this.name,
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required this.point,
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required this.hue,
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required this.saturation,
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required this.brightness,
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});
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final String id;
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final String name;
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final LocalScenePoint point;
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final double hue;
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final double saturation;
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final double brightness;
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}
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class TacticalUiState {
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const TacticalUiState({
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required this.selectedUnitIds,
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required this.mode,
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required this.panel,
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required this.unitDraft,
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required this.drawings,
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required this.markers,
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required this.selectedDrawingId,
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required this.selectedMarkerId,
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required this.overlays,
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});
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factory TacticalUiState.initial() => const TacticalUiState(
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selectedUnitIds: {'DEMO-1021'},
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mode: TacticalBrowseMode(),
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panel: null,
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unitDraft: null,
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drawings: [],
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markers: [],
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selectedDrawingId: null,
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selectedMarkerId: null,
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overlays: {TacticalMapOverlay.drones},
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);
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final Set<String> selectedUnitIds;
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final TacticalMode mode;
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final TacticalPanel? panel;
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final UnitCreationDraft? unitDraft;
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final List<LocalSceneDrawing> drawings;
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final List<LocalSceneMarker> markers;
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final String? selectedDrawingId;
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final String? selectedMarkerId;
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final Set<TacticalMapOverlay> overlays;
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TacticalUiState copyWith({
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Set<String>? selectedUnitIds,
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TacticalMode? mode,
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TacticalPanel? panel,
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bool clearPanel = false,
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UnitCreationDraft? unitDraft,
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bool clearUnitDraft = false,
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List<LocalSceneDrawing>? drawings,
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List<LocalSceneMarker>? markers,
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String? selectedDrawingId,
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String? selectedMarkerId,
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bool clearSelectedDrawing = false,
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bool clearSelectedMarker = false,
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Set<TacticalMapOverlay>? overlays,
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}) => TacticalUiState(
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selectedUnitIds: selectedUnitIds == null
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? this.selectedUnitIds
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: Set.unmodifiable(selectedUnitIds),
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mode: mode ?? this.mode,
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panel: clearPanel ? null : panel ?? this.panel,
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unitDraft: clearUnitDraft ? null : unitDraft ?? this.unitDraft,
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drawings: drawings == null ? this.drawings : List.unmodifiable(drawings),
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markers: markers == null ? this.markers : List.unmodifiable(markers),
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selectedDrawingId: clearSelectedDrawing
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? null
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: selectedDrawingId ?? this.selectedDrawingId,
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selectedMarkerId: clearSelectedMarker
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? null
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: selectedMarkerId ?? this.selectedMarkerId,
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overlays: overlays == null ? this.overlays : Set.unmodifiable(overlays),
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);
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}
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/// Only data-backed scene layers belong here. Synthetic sector, route, and
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/// range-ring artwork is intentionally not part of the tactical workspace.
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enum TacticalMapOverlay { drones }
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final tacticalControllerProvider =
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NotifierProvider<TacticalController, TacticalUiState>(
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TacticalController.new,
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);
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/// Deterministic reducer for session-local tactical interaction state.
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///
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/// Agreed action taxonomy:
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/// - unit selection and placement affect only a local workspace;
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/// - Pencil affects only [LocalSceneDrawing] values;
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/// - Marker affects only [LocalSceneMarker] values;
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/// - overlay actions affect only local rendering.
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///
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/// This controller has no transport dependency and no method can emit MAVLink
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/// or create a live vehicle identity.
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class TacticalController extends Notifier<TacticalUiState> {
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int _nextDrawing = 1;
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int _nextMarker = 1;
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@override
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TacticalUiState build() => TacticalUiState.initial();
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void selectUnit(String unitId, {bool toggle = false}) {
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final selected = toggle ? {...state.selectedUnitIds} : <String>{};
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if (toggle && selected.contains(unitId)) {
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selected.remove(unitId);
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} else {
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selected.add(unitId);
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}
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state = state.copyWith(
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selectedUnitIds: selected,
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mode: const TacticalBrowseMode(),
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clearSelectedDrawing: true,
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clearSelectedMarker: true,
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clearPanel: true,
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);
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}
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/// Replaces the local visual selection after a drag-box gesture. This is a
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/// scene-only selection and cannot establish a source or vehicle binding.
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void selectUnits(Iterable<String> unitIds) => state = state.copyWith(
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selectedUnitIds: Set.unmodifiable(unitIds.toSet()),
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mode: const TacticalBrowseMode(),
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clearSelectedDrawing: true,
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clearSelectedMarker: true,
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clearPanel: true,
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);
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void clearSelection() => state = state.copyWith(
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selectedUnitIds: const {},
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clearSelectedDrawing: true,
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clearSelectedMarker: true,
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);
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void showFleetRoster() =>
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state = state.copyWith(panel: TacticalPanel.fleetRoster);
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void closePanel() => state = state.copyWith(clearPanel: true);
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/// Opens the horizontal RTS hangar. The map remains in Browse mode behind
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/// it; the hangar never becomes a pointer-placement tool.
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void showUnitHangar() => state = state.copyWith(
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mode: const TacticalBrowseMode(),
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panel: TacticalPanel.unitHangar,
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clearUnitDraft: true,
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);
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void chooseUnitDefinition(
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VehicleDefinition definition, {
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required String displayName,
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}) => state = state.copyWith(
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panel: TacticalPanel.unitHangar,
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unitDraft: UnitCreationDraft(
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definition: definition,
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displayName: displayName,
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),
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);
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void updateUnitDraftName(String displayName) {
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final draft = state.unitDraft;
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if (draft == null) {
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return;
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}
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state = state.copyWith(unitDraft: draft.copyWith(displayName: displayName));
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}
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void beginUnitSetup() {
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if (state.unitDraft == null) {
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return;
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}
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state = state.copyWith(panel: TacticalPanel.unitSetup);
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}
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/// Returns to the catalog without discarding the selected category or its
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/// local name draft. Closing the hangar is the explicit discard boundary.
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void returnToUnitHangar() =>
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state = state.copyWith(panel: TacticalPanel.unitHangar);
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/// Opens setup for the one already-selected local workspace unit. The ID is
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/// supplied by the presentation layer after it verifies the unit exists in
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/// its workspace; this reducer only accepts a matching tactical selection.
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void showUnitSetupForSelectedLocalUnit(String localUnitId) {
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if (state.unitDraft != null ||
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state.selectedUnitIds.length != 1 ||
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!state.selectedUnitIds.contains(localUnitId)) {
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return;
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}
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state = state.copyWith(
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mode: const TacticalBrowseMode(),
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panel: TacticalPanel.unitSetup,
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);
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}
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void closeUnitHangar() =>
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state = state.copyWith(clearPanel: true, clearUnitDraft: true);
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void completeUnitPlacement(String unitId) => state = state.copyWith(
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selectedUnitIds: {unitId},
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mode: const TacticalBrowseMode(),
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clearPanel: true,
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clearUnitDraft: true,
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);
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void beginPencil() => state = state.copyWith(
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mode: TacticalPencilMode(),
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selectedUnitIds: const {},
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clearSelectedDrawing: true,
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clearSelectedMarker: true,
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clearPanel: true,
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clearUnitDraft: true,
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);
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void configurePencil({
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double? hue,
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double? saturation,
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double? brightness,
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double? thickness,
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}) {
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final mode = state.mode;
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if (mode is! TacticalPencilMode) {
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return;
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}
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state = state.copyWith(
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mode: TacticalPencilMode(
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hue: hue ?? mode.hue,
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saturation: saturation ?? mode.saturation,
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brightness: brightness ?? mode.brightness,
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thickness: thickness ?? mode.thickness,
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keyboardPoints: mode.keyboardPoints,
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),
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);
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}
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/// Accessible alternative to a direct pointer trace. Keyboard users add
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/// points at a movable scene cursor; it never exposes a grid or location.
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void addKeyboardPencilPoint(LocalScenePoint point) {
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final mode = state.mode;
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if (mode is! TacticalPencilMode) {
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return;
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}
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state = state.copyWith(
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mode: TacticalPencilMode(
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hue: mode.hue,
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saturation: mode.saturation,
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brightness: mode.brightness,
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thickness: mode.thickness,
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keyboardPoints: [...mode.keyboardPoints, point],
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),
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);
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}
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bool get canFinishKeyboardPencil {
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final mode = state.mode;
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return mode is TacticalPencilMode && mode.keyboardPoints.length >= 2;
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}
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bool finishKeyboardPencil() {
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final mode = state.mode;
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if (mode is! TacticalPencilMode || !canFinishKeyboardPencil) {
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return false;
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}
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_commitDrawing(
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hue: mode.hue,
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saturation: mode.saturation,
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brightness: mode.brightness,
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thickness: mode.thickness,
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points: mode.keyboardPoints,
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);
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return true;
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}
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/// Commits a direct press-drag-release map gesture. Preview samples stay in
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/// the input widget; only the simplified stroke becomes durable local scene
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/// geometry here.
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bool commitPencilStroke(List<LocalScenePoint> points) {
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final mode = state.mode;
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if (mode is! TacticalPencilMode) {
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return false;
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}
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if (points.length < 2) {
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return false;
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}
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_commitDrawing(
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hue: mode.hue,
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saturation: mode.saturation,
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brightness: mode.brightness,
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thickness: mode.thickness,
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points: _decimateStroke(points),
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);
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return true;
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}
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void beginMarker() => state = state.copyWith(
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mode: const TacticalMarkerMode(),
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selectedUnitIds: const {},
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clearSelectedDrawing: true,
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clearSelectedMarker: true,
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clearPanel: true,
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clearUnitDraft: true,
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);
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void configureMarker({double? hue, double? saturation, double? brightness}) {
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final mode = state.mode;
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if (mode is! TacticalMarkerMode) {
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return;
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}
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state = state.copyWith(
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mode: TacticalMarkerMode(
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hue: hue ?? mode.hue,
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saturation: saturation ?? mode.saturation,
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brightness: brightness ?? mode.brightness,
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pendingPoint: mode.pendingPoint,
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),
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);
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}
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void chooseMarkerPoint(LocalScenePoint point) {
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final mode = state.mode;
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if (mode is! TacticalMarkerMode || mode.pendingPoint != null) {
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return;
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}
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state = state.copyWith(
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mode: TacticalMarkerMode(
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hue: mode.hue,
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saturation: mode.saturation,
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brightness: mode.brightness,
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pendingPoint: point,
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),
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);
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}
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/// Returns false when the label is not acceptable. Labels are local plain
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/// text only, deliberately bounded before they can reach a map renderer.
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bool commitMarkerName(String value) {
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final mode = state.mode;
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final name = value.trim();
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if (mode is! TacticalMarkerMode ||
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mode.pendingPoint == null ||
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name.isEmpty ||
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name.runes.length > 48) {
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return false;
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}
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final marker = LocalSceneMarker(
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id: 'local-marker-${_nextMarker++}',
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name: name,
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point: mode.pendingPoint!,
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hue: mode.hue,
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saturation: mode.saturation,
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brightness: mode.brightness,
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);
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state = state.copyWith(
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markers: [...state.markers, marker],
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selectedMarkerId: marker.id,
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clearSelectedDrawing: true,
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mode: TacticalMarkerMode(
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hue: mode.hue,
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saturation: mode.saturation,
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brightness: mode.brightness,
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),
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);
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return true;
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}
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/// First cancellation closes an unfinished marker name prompt; the next
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/// returns to Select. This gives Escape/right click a predictable ladder.
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bool cancelActiveTool() {
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final mode = state.mode;
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if (mode is TacticalMarkerMode && mode.pendingPoint != null) {
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state = state.copyWith(
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mode: TacticalMarkerMode(
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hue: mode.hue,
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saturation: mode.saturation,
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brightness: mode.brightness,
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),
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);
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return false;
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}
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cancelMode();
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return true;
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}
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void selectDrawing(String drawingId) => state = state.copyWith(
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selectedUnitIds: const {},
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selectedDrawingId: drawingId,
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clearSelectedMarker: true,
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mode: const TacticalBrowseMode(),
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);
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void selectMarker(String markerId) => state = state.copyWith(
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selectedUnitIds: const {},
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selectedMarkerId: markerId,
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clearSelectedDrawing: true,
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mode: const TacticalBrowseMode(),
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);
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void removeSelectedSceneObject() {
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final drawing = state.selectedDrawingId;
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final marker = state.selectedMarkerId;
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if (drawing != null) {
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state = state.copyWith(
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drawings: state.drawings.where((value) => value.id != drawing).toList(),
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clearSelectedDrawing: true,
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);
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return;
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}
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if (marker == null) {
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return;
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}
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state = state.copyWith(
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markers: state.markers.where((value) => value.id != marker).toList(),
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clearSelectedMarker: true,
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);
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}
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void clearSceneObjects() => state = state.copyWith(
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drawings: const [],
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markers: const [],
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clearSelectedDrawing: true,
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clearSelectedMarker: true,
|
||||
);
|
||||
|
||||
void cancelMode() => state = state.copyWith(mode: const TacticalBrowseMode());
|
||||
|
||||
void toggleOverlay(TacticalMapOverlay overlay, bool visible) {
|
||||
final overlays = {...state.overlays};
|
||||
if (visible) {
|
||||
overlays.add(overlay);
|
||||
} else {
|
||||
overlays.remove(overlay);
|
||||
}
|
||||
state = state.copyWith(overlays: overlays);
|
||||
}
|
||||
|
||||
void resetLocalView() => state = state.copyWith(
|
||||
overlays: {TacticalMapOverlay.drones},
|
||||
mode: const TacticalBrowseMode(),
|
||||
);
|
||||
|
||||
void _commitDrawing({
|
||||
required double hue,
|
||||
required double saturation,
|
||||
required double brightness,
|
||||
required double thickness,
|
||||
required List<LocalScenePoint> points,
|
||||
}) {
|
||||
final drawing = LocalSceneDrawing(
|
||||
id: 'local-drawing-${_nextDrawing++}',
|
||||
hue: hue,
|
||||
saturation: saturation,
|
||||
brightness: brightness,
|
||||
thickness: thickness,
|
||||
points: List.unmodifiable(points),
|
||||
);
|
||||
state = state.copyWith(
|
||||
drawings: [...state.drawings, drawing],
|
||||
selectedDrawingId: drawing.id,
|
||||
clearSelectedMarker: true,
|
||||
mode: TacticalPencilMode(
|
||||
hue: hue,
|
||||
saturation: saturation,
|
||||
brightness: brightness,
|
||||
thickness: thickness,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
// Preserve enough detail for a visibly hand-drawn line while keeping local
|
||||
// session state bounded. Input preview has its own higher short-lived cap.
|
||||
static const _maximumStrokePoints = 256;
|
||||
|
||||
List<LocalScenePoint> _decimateStroke(List<LocalScenePoint> points) {
|
||||
if (points.length <= _maximumStrokePoints) {
|
||||
return List.unmodifiable(points);
|
||||
}
|
||||
return List.unmodifiable([
|
||||
for (var index = 0; index < _maximumStrokePoints; index++)
|
||||
points[((points.length - 1) * index / (_maximumStrokePoints - 1))
|
||||
.round()],
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
/// Pointer preview is isolated from command/selection state. A map widget may
|
||||
/// update it once per frame while a placement tool is active.
|
||||
class TacticalPointerPreview {
|
||||
TacticalPointerPreview({this.point, List<LocalScenePoint> stroke = const []})
|
||||
: stroke = List.unmodifiable(stroke);
|
||||
|
||||
final LocalScenePoint? point;
|
||||
final List<LocalScenePoint> stroke;
|
||||
}
|
||||
|
||||
final tacticalPointerPreviewProvider =
|
||||
NotifierProvider<TacticalPointerPreviewController, TacticalPointerPreview>(
|
||||
TacticalPointerPreviewController.new,
|
||||
);
|
||||
|
||||
class TacticalPointerPreviewController
|
||||
extends Notifier<TacticalPointerPreview> {
|
||||
@override
|
||||
TacticalPointerPreview build() => TacticalPointerPreview();
|
||||
|
||||
void show(LocalScenePoint point, {List<LocalScenePoint> stroke = const []}) =>
|
||||
state = TacticalPointerPreview(point: point, stroke: stroke);
|
||||
|
||||
void nudge(double dx, double dy) {
|
||||
final current = state.point ?? const LocalScenePoint(x: .5, y: .5);
|
||||
show(
|
||||
LocalScenePoint(
|
||||
x: (current.x + dx).clamp(0.0, 1.0),
|
||||
y: (current.y + dy).clamp(0.0, 1.0),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
void clear() => state = TacticalPointerPreview();
|
||||
}
|
||||
Reference in new issue
Block a user