[0.16.20] setting up blueprint fails with open GUI
Posted: Mon Jan 29, 2018 7:47 pm
Reproduction steps:
1) create empty blueprint and set to quickbar slot.
2) Open a GUI (player inventory, entity GUI, blueprint library, etc).
3) Select empty blueprint from quickbar. Move open GUI window out of the way if necessary.
4) Drag-select an area including at least one entity.
Observed result:
GUI is closed.
Event on_player_setup_blueprint is fired. During this event, player.blueprint_to_setup is invalid. player.cursor_stack is valid, but blueprint contains no entities (get_blueprint_entities() returns nil).
Blueprint is left in cursor, not setup and with no entities.
Expected result:
Any of the following seem reasonable, in decreasing order of my personal desirability:
a) close GUI, open blueprint configuration GUI containing selected entities.
b) leave GUI open, setup blueprint as though player held shift during drag-select.
c) leave GUI open, do not fire on_player_setup_blueprint (no action).
Edit: Behavior in 0.15 appears to be a).
1) create empty blueprint and set to quickbar slot.
2) Open a GUI (player inventory, entity GUI, blueprint library, etc).
3) Select empty blueprint from quickbar. Move open GUI window out of the way if necessary.
4) Drag-select an area including at least one entity.
Observed result:
GUI is closed.
Event on_player_setup_blueprint is fired. During this event, player.blueprint_to_setup is invalid. player.cursor_stack is valid, but blueprint contains no entities (get_blueprint_entities() returns nil).
Blueprint is left in cursor, not setup and with no entities.
Expected result:
Any of the following seem reasonable, in decreasing order of my personal desirability:
a) close GUI, open blueprint configuration GUI containing selected entities.
b) leave GUI open, setup blueprint as though player held shift during drag-select.
c) leave GUI open, do not fire on_player_setup_blueprint (no action).
Edit: Behavior in 0.15 appears to be a).