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

View File

@@ -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; }
}