depend on factory data instead of BuildingSystem in the AI path

This commit is contained in:
2026-08-05 06:44:49 +02:00
parent 46932e4abf
commit 0408336cf9
17 changed files with 238 additions and 126 deletions

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@@ -323,9 +323,9 @@ void ArenaSimulation::tick()
// Ship behavior systems (tick step 7): evaluate, select winner, execute.
// Module + combat systems emit their tool beams into a shared buffer.
m_shipSystem->clearMovementIntents();
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
m_aiSystem->tick(m_admin, m_factoryState, *m_debrisSystem);
std::vector<BeamFiredEvent> beamFiredEvents;
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, beamFiredEvents);
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, m_factoryState, beamFiredEvents);
m_repairSystem->tick(m_currentTick, beamFiredEvents);
// Combat resolution (tick step 8).

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@@ -52,3 +52,18 @@ bool isBeltSubsystemType(BuildingType type)
|| type == BuildingType::TunnelEntry
|| type == BuildingType::TunnelExit;
}
bool isProductionBuildingType(BuildingType type)
{
switch (type)
{
case BuildingType::Miner:
case BuildingType::Smelter:
case BuildingType::Assembler:
case BuildingType::ReprocessingPlant:
case BuildingType::Shipyard:
return true;
default:
return false;
}
}

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@@ -35,6 +35,10 @@ std::string buildingTypeId(BuildingType type);
// they receive, matching against every recipe of their building type.
bool isAutoRecipeBuildingType(BuildingType type);
// Buildings that run a production cycle: Miner, Smelter, Assembler, Reprocessing
// Plant and Shipyard (REQ-UI-DEBUG-OVERLAY counts these).
bool isProductionBuildingType(BuildingType type);
// Belts, splitters, and tunnel ends keep their runtime data in the belt subsystem
// rather than in the Building instance, so placing/removing them must register or
// unregister a tile with BeltSystem.

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@@ -1,4 +1,5 @@
#include "AiSystem.h"
#include "FactoryQueries.h"
#include <limits>
@@ -42,7 +43,7 @@ AiSystem::AiSystem(const GameConfig& config)
{
}
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
void AiSystem::tick(EntityAdmin& admin, const FactoryState& state,
const DebrisSystem& debris)
{
TRACE();
@@ -55,7 +56,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
m_attackEvaluator.evaluate(admin);
m_repairEvaluator.evaluate(admin);
m_salvageScrapEvaluator.evaluate(admin, debris);
m_deliverScrapEvaluator.evaluate(admin, buildings);
m_deliverScrapEvaluator.evaluate(admin, state);
// Phase 2: pick the highest-scoring behavior per ship.
selectWinningBehaviors(admin);
@@ -68,7 +69,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
m_attackExecutor.execute(admin);
m_repairExecutor.execute(admin);
m_salvageScrapExecutor.execute(admin);
m_deliverScrapExecutor.execute(admin, buildings);
m_deliverScrapExecutor.execute(admin, state);
}
void AiSystem::selectWinningBehaviors(EntityAdmin& admin)

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@@ -1,5 +1,7 @@
#pragma once
#include "FactoryQueries.h"
#include "AdvanceEvaluator.h"
#include "AdvanceExecutor.h"
#include "AttackEvaluator.h"
@@ -17,7 +19,6 @@
#include "StandbyEvaluator.h"
#include "StandbyExecutor.h"
class BuildingSystem;
class EntityAdmin;
class DebrisSystem;
struct GameConfig;
@@ -34,7 +35,7 @@ class AiSystem
public:
explicit AiSystem(const GameConfig& config);
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const DebrisSystem& debris);
void tick(EntityAdmin& admin, const FactoryState& state, const DebrisSystem& debris);
private:
void selectWinningBehaviors(EntityAdmin& admin);

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@@ -1,4 +1,5 @@
#include "SalvagerSystem.h"
#include "FactoryQueries.h"
#include <vector>
@@ -23,7 +24,7 @@ SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
{
}
void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, FactoryState& state,
std::vector<BeamFiredEvent>& outBeamFiredEvents)
{
TRACE();
@@ -89,7 +90,7 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
[&](entt::entity ship, const DeliverScrapBehavior& deliver, const PositionComponent& pos)
{
if (!deliver.deliveryBay.has_value()) { return; }
const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
const Building* bay = findBuilding(state, *deliver.deliveryBay);
if (!bay) { return; }
const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
@@ -100,7 +101,7 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
if (!m_admin.hasAll<CargoComponent>(ship)) { return; }
CargoComponent& cargo = m_admin.get<CargoComponent>(ship);
if (cargo.current <= 0) { return; }
if (buildings.deliverScrapToSalvageBay(*deliver.deliveryBay))
if (deliverScrapToSalvageBay(state, *deliver.deliveryBay))
{
--cargo.current;
}

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@@ -1,5 +1,7 @@
#pragma once
#include "FactoryQueries.h"
#include <vector>
#include "BeamFiredEvent.h"
@@ -7,7 +9,6 @@
#include "entt/entity/entity.hpp"
class BuildingSystem;
class EntityAdmin;
class DebrisSystem;
@@ -21,7 +22,7 @@ class SalvagerSystem
public:
explicit SalvagerSystem(EntityAdmin& admin);
void tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
void tick(Tick currentTick, DebrisSystem& debris, FactoryState& state,
std::vector<BeamFiredEvent>& outBeamFiredEvents);
private:

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@@ -1,4 +1,5 @@
#include "DeliverScrapEvaluator.h"
#include "FactoryQueries.h"
#include <unordered_map>
@@ -12,7 +13,7 @@
#include "PositionComponent.h"
#include "tracing.h"
void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& buildings)
void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const FactoryState& state)
{
TRACE();
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
@@ -34,7 +35,7 @@ void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& b
if (!deliver.deliveryBay.has_value())
{
const Building* bay =
buildings.findNearestBuilding(pos.value, BuildingType::SalvageBay);
findNearestBuilding(state, pos.value, BuildingType::SalvageBay);
if (bay) { deliver.deliveryBay = bay->id; }
}

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@@ -1,12 +1,13 @@
#pragma once
#include "FactoryQueries.h"
class EntityAdmin;
class BuildingSystem;
// Scores high only when the ship's cargo is full, and assigns the nearest
// SalvageBay as the delivery destination.
class DeliverScrapEvaluator
{
public:
void evaluate(EntityAdmin& admin, const BuildingSystem& buildings);
void evaluate(EntityAdmin& admin, const FactoryState& state);
};

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@@ -1,4 +1,5 @@
#include "DeliverScrapExecutor.h"
#include "FactoryQueries.h"
#include <QVector2D>
@@ -12,7 +13,7 @@
#include "SelectedBehaviorComponent.h"
#include "tracing.h"
void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& buildings)
void DeliverScrapExecutor::execute(EntityAdmin& admin, const FactoryState& state)
{
TRACE();
admin.forEach<DeliverScrapBehavior, SelectedBehaviorComponent, PositionComponent,
@@ -26,7 +27,7 @@ void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& bui
QVector2D dest = pos.value;
if (deliver.deliveryBay.has_value())
{
const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
const Building* bay = findBuilding(state, *deliver.deliveryBay);
if (bay)
{
dest = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,

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@@ -1,12 +1,13 @@
#pragma once
#include "FactoryQueries.h"
class EntityAdmin;
class BuildingSystem;
// Moves a ship toward its delivery bay when DeliverScrap is the winning
// behavior. Never decrements cargo — SalvagerSystem performs the delivery.
class DeliverScrapExecutor
{
public:
void execute(EntityAdmin& admin, const BuildingSystem& buildings);
void execute(EntityAdmin& admin, const FactoryState& state);
};

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@@ -6,6 +6,7 @@
#include <random>
#include <set>
#include "FactoryQueries.h"
#include "PortGeometry.h"
#include "StateChecksum.h"
#include "SurfaceMask.h"
@@ -1264,87 +1265,37 @@ void BuildingSystem::forEachIncomingItem(
const Building* BuildingSystem::findBuilding(BuildingId id) const
{
for (const Building& building : m_state.buildings)
{
if (building.id == id)
{
return &building;
}
}
return nullptr;
return ::findBuilding(m_state, id);
}
Building* BuildingSystem::findBuildingMutable(BuildingId id)
{
for (Building& building : m_state.buildings)
{
if (building.id == id)
{
return &building;
}
}
return nullptr;
return ::findBuilding(m_state, id);
}
const ConstructionSite* BuildingSystem::findSite(BuildingId id) const
{
for (const ConstructionSite& site : m_state.constructionQueue)
{
if (site.id == id)
{
return &site;
}
}
return nullptr;
return ::findSite(m_state, id);
}
std::vector<Building> BuildingSystem::getAllBuildings() const
{
return m_state.buildings;
return ::getAllBuildings(m_state);
}
std::vector<ConstructionSite> BuildingSystem::getAllSites() const
{
return std::vector<ConstructionSite>(m_state.constructionQueue.begin(),
m_state.constructionQueue.end());
return ::getAllSites(m_state);
}
namespace
{
bool isProductionBuildingType(BuildingType type)
{
switch (type)
{
case BuildingType::Miner:
case BuildingType::Smelter:
case BuildingType::Assembler:
case BuildingType::ReprocessingPlant:
case BuildingType::Shipyard:
return true;
default:
return false;
}
}
} // namespace
int BuildingSystem::getProductionBuildingCount() const
{
int count = 0;
for (const Building& b : m_state.buildings)
{
if (isProductionBuildingType(b.type)) { ++count; }
}
return count;
return ::getProductionBuildingCount(m_state);
}
int BuildingSystem::getActiveProductionBuildingCount() const
{
int count = 0;
for (const Building& b : m_state.buildings)
{
if (isProductionBuildingType(b.type) && b.production.has_value()) { ++count; }
}
return count;
return ::getActiveProductionBuildingCount(m_state);
}
std::vector<const RecipeDef*>
@@ -1522,7 +1473,7 @@ std::vector<BuildingSystem::BeltTileInfo> BuildingSystem::getAllBeltTiles() cons
bool BuildingSystem::isTileOccupied(QPoint tile) const
{
return m_state.grid.isOccupied(tile);
return ::isTileOccupied(m_state, tile);
}
std::optional<BuildingId> BuildingSystem::findRotateInPlaceTarget(
@@ -1643,53 +1594,12 @@ void BuildingSystem::rotateInPlace(BuildingId id, Rotation newRotation)
const Building* BuildingSystem::findNearestBuilding(QVector2D worldPos,
BuildingType type) const
{
const Building* best = nullptr;
float bestDist = std::numeric_limits<float>::max();
for (const Building& b : m_state.buildings)
{
if (b.type != type)
{
continue;
}
QVector2D center(b.anchor.x() + b.footprint.width() / 2.0f,
b.anchor.y() + b.footprint.height() / 2.0f);
float dist = (center - worldPos).length();
if (dist < bestDist)
{
bestDist = dist;
best = &b;
}
}
return best;
return ::findNearestBuilding(m_state, worldPos, type);
}
bool BuildingSystem::deliverScrapToSalvageBay(BuildingId bayId)
{
Building* bay = nullptr;
for (Building& b : m_state.buildings)
{
if (b.id == bayId)
{
bay = &b;
break;
}
}
if (!bay || bay->type != BuildingType::SalvageBay)
{
return false;
}
if (bay->queuedForDeconstruction)
{
return false; // queued for deconstruction: stopped operating (REQ-BLD-DECON-QUEUE)
}
// Emerging scrap still counts against the bay's holding capacity
// (REQ-MAT-OUTPUT-EMERGE).
if (bay->getOutputItemCount() >= bay->outputBuffer.capacity)
{
return false;
}
bay->outputBuffer.items.push_back(Item{ItemType{"scrap"}});
return true;
return ::deliverScrapToSalvageBay(m_state, bayId);
}
BuildingId BuildingSystem::placeImmediate(BuildingType type,

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@@ -14,6 +14,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.h
${CMAKE_CURRENT_SOURCE_DIR}/FactoryState.h
${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h
@@ -39,6 +40,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.cpp
${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp

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@@ -0,0 +1,122 @@
#include "FactoryQueries.h"
#include <limits>
#include "Item.h"
#include "ItemType.h"
const Building* findBuilding(const FactoryState& state, BuildingId id)
{
for (const Building& building : state.buildings)
{
if (building.id == id)
{
return &building;
}
}
return nullptr;
}
Building* findBuilding(FactoryState& state, BuildingId id)
{
for (Building& building : state.buildings)
{
if (building.id == id)
{
return &building;
}
}
return nullptr;
}
const ConstructionSite* findSite(const FactoryState& state, BuildingId id)
{
for (const ConstructionSite& site : state.constructionQueue)
{
if (site.id == id)
{
return &site;
}
}
return nullptr;
}
std::vector<Building> getAllBuildings(const FactoryState& state)
{
return state.buildings;
}
std::vector<ConstructionSite> getAllSites(const FactoryState& state)
{
return std::vector<ConstructionSite>(state.constructionQueue.begin(),
state.constructionQueue.end());
}
int getProductionBuildingCount(const FactoryState& state)
{
int count = 0;
for (const Building& b : state.buildings)
{
if (isProductionBuildingType(b.type)) { ++count; }
}
return count;
}
int getActiveProductionBuildingCount(const FactoryState& state)
{
int count = 0;
for (const Building& b : state.buildings)
{
if (isProductionBuildingType(b.type) && b.production.has_value()) { ++count; }
}
return count;
}
bool isTileOccupied(const FactoryState& state, QPoint tile)
{
return state.grid.isOccupied(tile);
}
const Building* findNearestBuilding(const FactoryState& state, QVector2D worldPos,
BuildingType type)
{
const Building* best = nullptr;
float bestDist = std::numeric_limits<float>::max();
for (const Building& b : state.buildings)
{
if (b.type != type)
{
continue;
}
QVector2D center(b.anchor.x() + b.footprint.width() / 2.0f,
b.anchor.y() + b.footprint.height() / 2.0f);
float dist = (center - worldPos).length();
if (dist < bestDist)
{
bestDist = dist;
best = &b;
}
}
return best;
}
bool deliverScrapToSalvageBay(FactoryState& state, BuildingId bayId)
{
Building* bay = findBuilding(state, bayId);
if (!bay || bay->type != BuildingType::SalvageBay)
{
return false;
}
if (bay->queuedForDeconstruction)
{
return false; // queued for deconstruction: stopped operating (REQ-BLD-DECON-QUEUE)
}
// Emerging scrap still counts against the bay's holding capacity
// (REQ-MAT-OUTPUT-EMERGE).
if (bay->getOutputItemCount() >= bay->outputBuffer.capacity)
{
return false;
}
bay->outputBuffer.items.push_back(Item{ItemType{"scrap"}});
return true;
}

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@@ -0,0 +1,51 @@
#pragma once
#include <vector>
#include <QPoint>
#include <QVector2D>
#include "Building.h"
#include "BuildingId.h"
#include "BuildingType.h"
#include "FactoryState.h"
// Queries and operations over the factory's world data that need nothing but that
// data — no config, no belts, no RNG. Free functions rather than BuildingSystem
// methods so that callers depend on the data they read instead of on the system
// that happens to tick it (see FactoryState.h).
//
// A helper belongs here only if it is a pure function of FactoryState. Anything
// needing GameConfig or the asteroid bound stays on BuildingSystem for now.
// The building with the given id, or nullptr when no building has it. Construction
// sites are not buildings yet — use findSite for those.
const Building* findBuilding(const FactoryState& state, BuildingId id);
Building* findBuilding(FactoryState& state, BuildingId id);
// The queued construction site with the given id, or nullptr.
const ConstructionSite* findSite(const FactoryState& state, BuildingId id);
std::vector<Building> getAllBuildings(const FactoryState& state);
std::vector<ConstructionSite> getAllSites(const FactoryState& state);
// REQ-UI-DEBUG-OVERLAY "Max Factory Production": count of completed
// (operational) Miner/Smelter/Assembler/ReprocessingPlant/Shipyard buildings.
int getProductionBuildingCount(const FactoryState& state);
// REQ-UI-DEBUG-OVERLAY "Current Factory Production": subset of the above that
// currently has an active production cycle.
int getActiveProductionBuildingCount(const FactoryState& state);
bool isTileOccupied(const FactoryState& state, QPoint tile);
// The nearest building of the given type to a world position, or nullptr when
// none exists. Distance is measured to the building's footprint centre.
const Building* findNearestBuilding(const FactoryState& state, QVector2D worldPos,
BuildingType type);
// Hands one scrap to a Salvage Bay's output buffer (REQ-BLD-SALVAGE-BAY). Fails
// if the id is not a Salvage Bay, it is queued for deconstruction
// (REQ-BLD-DECON-QUEUE), or its holding capacity is already taken — emerging
// scrap counts against that capacity (REQ-MAT-OUTPUT-EMERGE).
bool deliverScrapToSalvageBay(FactoryState& state, BuildingId bayId);

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@@ -260,10 +260,10 @@ void Simulation::tick()
m_shipSystem->clearMovementIntents();
// Score-based behavior selection: evaluate, select winner, execute (sets
// movement intent + preferred module targets only — no world mutation).
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
m_aiSystem->tick(m_admin, m_factoryState, *m_debrisSystem);
// Module systems perform the world mutation (collection/delivery, healing).
// Each emits its tool beams and applies its own delayed (mid-beam) effects.
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, m_beamFiredEvents);
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, m_factoryState, m_beamFiredEvents);
m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
// Step 8: combat resolution

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@@ -97,14 +97,14 @@ struct Fixture
void decide()
{
ships.clearMovementIntents();
ai.tick(admin, buildings, scraps);
ai.tick(admin, state, scraps);
}
// World mutation: collection/delivery and healing.
void runModules()
{
beamEvents.clear();
salvager.tick(tick, scraps, buildings, beamEvents);
salvager.tick(tick, scraps, state, beamEvents);
repair.tick(tick, beamEvents);
}
@@ -137,7 +137,7 @@ struct Fixture
void salvageTick()
{
beamEvents.clear();
salvager.tick(tick, scraps, buildings, beamEvents);
salvager.tick(tick, scraps, state, beamEvents);
++tick;
}