gather the factory's world data into FactoryState
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45
src/lib/sim/FactoryState.h
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45
src/lib/sim/FactoryState.h
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#pragma once
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#include <deque>
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#include <vector>
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#include "Building.h"
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#include "BuildingGrid.h"
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#include "BuildingId.h"
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#include "ItemType.h"
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#include "Tick.h"
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// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
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// completesAt == 0 means "queued but its timer has not started yet"
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// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
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// here so cancelDeconstruction can restore them on re-registration.
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struct DeconstructionEntry
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{
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BuildingId id = kInvalidBuildingId;
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Tick completesAt = 0;
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std::vector<ItemType> splitterFilterA;
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std::vector<ItemType> splitterFilterB;
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};
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// The factory's world data: every building, the work queued on them, and the
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// tile ownership index. This is the buildings-side counterpart to EntityAdmin —
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// data with no behaviour of its own beyond what BuildingGrid encapsulates.
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//
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// Buildings deliberately stay a plain vector rather than becoming EnTT entities
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// (see docs/architecture.md). Separating this data from the systems that operate
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// on it is not a step toward putting them in the entity model; it is the same
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// data/behaviour split the ecs/system/ classes already follow, where world data
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// arrives as a tick argument instead of being owned by the system.
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//
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// Owned by BuildingSystem for now. The intent is to hand ownership to Simulation
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// and pass this into the tick methods, so the systems become stateless over it.
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struct FactoryState
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{
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std::vector<Building> buildings;
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std::deque<ConstructionSite> constructionQueue;
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std::deque<DeconstructionEntry> deconstructionQueue;
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// The authority on which building owns which tile; every placement and removal
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// path claims and releases its body cells here.
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BuildingGrid grid;
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};
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