gather the factory's world data into FactoryState

This commit is contained in:
2026-08-05 06:43:30 +02:00
parent 60cc187d92
commit 0edea5d961
4 changed files with 128 additions and 97 deletions

View File

@@ -308,7 +308,7 @@ std::optional<BuildingId> BuildingSystem::place(BuildingType type, QPoint anchor
for (const QPoint& cell : mask.bodyCells)
{
const QPoint absCell = anchor + cell;
m_grid.occupy(absCell, id);
m_state.grid.occupy(absCell, id);
}
// Build construction site.
@@ -323,13 +323,13 @@ std::optional<BuildingId> BuildingSystem::place(BuildingType type, QPoint anchor
site.bodyCells.push_back(anchor + cell);
}
if (m_constructionQueue.empty())
if (m_state.constructionQueue.empty())
{
site.completesAt = currentTick + secondsToTicks(def->constructionTimeSeconds);
}
// else: completesAt remains 0 (queued, not yet started).
m_constructionQueue.push_back(std::move(site));
m_state.constructionQueue.push_back(std::move(site));
return id;
}
@@ -405,15 +405,15 @@ int BuildingSystem::deconstruct(BuildingId id, Tick currentTick)
{
// Construction site? Removed instantly with the full refund; never queued
// for deconstruction (REQ-BLD-DECONSTRUCT).
for (std::deque<ConstructionSite>::iterator it = m_constructionQueue.begin();
it != m_constructionQueue.end();
for (std::deque<ConstructionSite>::iterator it = m_state.constructionQueue.begin();
it != m_state.constructionQueue.end();
++it)
{
if (it->id == id)
{
const BuildingDef* def = m_config.buildings.findBuildingDef(it->type);
m_grid.release(it->bodyCells);
m_constructionQueue.erase(it);
m_state.grid.release(it->bodyCells);
m_state.constructionQueue.erase(it);
if (def)
{
return def->cost;
@@ -425,7 +425,7 @@ int BuildingSystem::deconstruct(BuildingId id, Tick currentTick)
// Operational building? Append it to the deconstruction queue rather than
// removing it now; the partial refund is credited on completion in
// tickDeconstruction (REQ-BLD-DECON-QUEUE).
for (Building& building : m_buildings)
for (Building& building : m_state.buildings)
{
if (building.id != id) { continue; }
if (building.queuedForDeconstruction) { return 0; } // already queued
@@ -453,8 +453,8 @@ int BuildingSystem::deconstruct(BuildingId id, Tick currentTick)
m_belts.removeTile(building.anchor);
}
const bool wasEmpty = m_deconstructionQueue.empty();
m_deconstructionQueue.push_back(std::move(entry));
const bool wasEmpty = m_state.deconstructionQueue.empty();
m_state.deconstructionQueue.push_back(std::move(entry));
if (wasEmpty)
{
startFrontDeconstruction(currentTick);
@@ -467,8 +467,8 @@ int BuildingSystem::deconstruct(BuildingId id, Tick currentTick)
void BuildingSystem::startFrontDeconstruction(Tick currentTick)
{
if (m_deconstructionQueue.empty()) { return; }
DeconstructionEntry& front = m_deconstructionQueue.front();
if (m_state.deconstructionQueue.empty()) { return; }
DeconstructionEntry& front = m_state.deconstructionQueue.front();
if (front.completesAt == 0)
{
front.completesAt =
@@ -483,7 +483,7 @@ void BuildingSystem::startFrontDeconstruction(Tick currentTick)
void BuildingSystem::setRecipe(BuildingId id, const std::string& recipeId)
{
// Construction site: store recipe for when building completes.
for (ConstructionSite& site : m_constructionQueue)
for (ConstructionSite& site : m_state.constructionQueue)
{
if (site.id == id)
{
@@ -506,7 +506,7 @@ void BuildingSystem::setRecipe(BuildingId id, const std::string& recipeId)
}
// Operational building: clear buffers and re-init.
for (Building& building : m_buildings)
for (Building& building : m_state.buildings)
{
if (building.id == id)
{
@@ -558,7 +558,7 @@ void BuildingSystem::setRecipe(BuildingId id, const std::string& recipeId)
void BuildingSystem::setShipLayout(BuildingId id, const ShipLayoutConfig& layout)
{
for (ConstructionSite& site : m_constructionQueue)
for (ConstructionSite& site : m_state.constructionQueue)
{
if (site.id == id)
{
@@ -567,7 +567,7 @@ void BuildingSystem::setShipLayout(BuildingId id, const ShipLayoutConfig& layout
}
}
for (Building& building : m_buildings)
for (Building& building : m_state.buildings)
{
if (building.id == id)
{
@@ -594,7 +594,7 @@ void BuildingSystem::setShipLayout(BuildingId id, const ShipLayoutConfig& layout
std::optional<BeltSystem::SplitterInfo>
BuildingSystem::getSiteSplitterInfo(BuildingId id) const
{
for (const ConstructionSite& site : m_constructionQueue)
for (const ConstructionSite& site : m_state.constructionQueue)
{
if (site.id != id) { continue; }
if (site.type != BuildingType::Splitter) { return std::nullopt; }
@@ -618,7 +618,7 @@ void BuildingSystem::setSiteSplitterFilters(BuildingId id,
const std::vector<ItemType>& filterA,
const std::vector<ItemType>& filterB)
{
for (ConstructionSite& site : m_constructionQueue)
for (ConstructionSite& site : m_state.constructionQueue)
{
if (site.id == id && site.type == BuildingType::Splitter)
{
@@ -636,12 +636,12 @@ void BuildingSystem::setSiteSplitterFilters(BuildingId id,
void BuildingSystem::tickConstruction(Tick currentTick)
{
TRACE();
if (m_constructionQueue.empty())
if (m_state.constructionQueue.empty())
{
return;
}
ConstructionSite& front = m_constructionQueue.front();
ConstructionSite& front = m_state.constructionQueue.front();
// Guard: if somehow the front site was never started, start it now.
if (front.completesAt == 0)
@@ -719,18 +719,18 @@ void BuildingSystem::tickConstruction(Tick currentTick)
// filters configured while under construction carry over (REQ-BLD-SITE-CONFIG).
reregisterBeltTile(building, front.splitterFilterA, front.splitterFilterB);
m_buildings.push_back(std::move(building));
m_state.buildings.push_back(std::move(building));
m_constructionQueue.pop_front();
m_state.constructionQueue.pop_front();
// Start next queued site if present.
if (!m_constructionQueue.empty() && m_constructionQueue.front().completesAt == 0)
if (!m_state.constructionQueue.empty() && m_state.constructionQueue.front().completesAt == 0)
{
const BuildingDef* nextDef =
m_config.buildings.findBuildingDef(m_constructionQueue.front().type);
m_config.buildings.findBuildingDef(m_state.constructionQueue.front().type);
if (nextDef)
{
m_constructionQueue.front().completesAt =
m_state.constructionQueue.front().completesAt =
currentTick + secondsToTicks(nextDef->constructionTimeSeconds);
}
}
@@ -767,12 +767,12 @@ void BuildingSystem::reregisterBeltTile(const Building& building,
void BuildingSystem::tickDeconstruction(Tick currentTick)
{
TRACE();
if (m_deconstructionQueue.empty())
if (m_state.deconstructionQueue.empty())
{
return;
}
DeconstructionEntry& front = m_deconstructionQueue.front();
DeconstructionEntry& front = m_state.deconstructionQueue.front();
// Guard: if the front entry's timer was never started, start it now.
if (front.completesAt == 0)
@@ -789,15 +789,15 @@ void BuildingSystem::tickDeconstruction(Tick currentTick)
// Remove the building from the world and credit its refund (REQ-BLD-DECONSTRUCT).
// Belt/tunnel/splitter tiles were already unregistered when the building was
// queued (see deconstruct), so only tile occupancy and the record remain.
for (std::vector<Building>::iterator it = m_buildings.begin();
it != m_buildings.end();
for (std::vector<Building>::iterator it = m_state.buildings.begin();
it != m_state.buildings.end();
++it)
{
if (it->id != front.id) { continue; }
const BuildingDef* def = m_config.buildings.findBuildingDef(it->type);
m_grid.release(it->bodyCells);
m_buildings.erase(it);
m_state.grid.release(it->bodyCells);
m_state.buildings.erase(it);
if (def)
{
m_addBuildingBlocks(def->cost * m_config.world.refundPercentage / 100);
@@ -805,7 +805,7 @@ void BuildingSystem::tickDeconstruction(Tick currentTick)
break;
}
m_deconstructionQueue.pop_front();
m_state.deconstructionQueue.pop_front();
// Start the next queued deconstruction, if any.
startFrontDeconstruction(currentTick);
@@ -813,8 +813,8 @@ void BuildingSystem::tickDeconstruction(Tick currentTick)
void BuildingSystem::cancelDeconstruction(BuildingId id)
{
for (std::deque<DeconstructionEntry>::iterator it = m_deconstructionQueue.begin();
it != m_deconstructionQueue.end();
for (std::deque<DeconstructionEntry>::iterator it = m_state.deconstructionQueue.begin();
it != m_state.deconstructionQueue.end();
++it)
{
if (it->id != id) { continue; }
@@ -828,7 +828,7 @@ void BuildingSystem::cancelDeconstruction(BuildingId id)
reregisterBeltTile(*building, it->splitterFilterA, it->splitterFilterB);
}
m_deconstructionQueue.erase(it);
m_state.deconstructionQueue.erase(it);
// If the running front was removed, the new front (completesAt == 0) has
// its timer started by the next tickDeconstruction guard.
return;
@@ -848,7 +848,7 @@ void BuildingSystem::tickBeltPull()
// (REQ-GW-BELT-SPEED, REQ-MAT-INPUT-INTAKE).
const double progressPerTick = m_belts.getProgressPerTick_tpt();
for (Building& building : m_buildings)
for (Building& building : m_state.buildings)
{
// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
if (building.queuedForDeconstruction) { continue; }
@@ -932,7 +932,7 @@ bool BuildingSystem::tryDirectCoupleDeposit(BuildingId producerId,
const Port& outputPort,
const Item& item)
{
const std::optional<BuildingId> ownerId = m_grid.findOwner(outputPort.tile);
const std::optional<BuildingId> ownerId = m_state.grid.findOwner(outputPort.tile);
if (!ownerId.has_value() || *ownerId == producerId)
{
return false;
@@ -966,7 +966,7 @@ bool BuildingSystem::tryDirectCoupleDeposit(BuildingId producerId,
void BuildingSystem::tickProduction(Tick currentTick)
{
TRACE();
for (Building& building : m_buildings)
for (Building& building : m_state.buildings)
{
// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
if (building.queuedForDeconstruction) { continue; }
@@ -1069,7 +1069,7 @@ void BuildingSystem::tickProduction(Tick currentTick)
void BuildingSystem::tickShipyardProduction(Tick currentTick)
{
TRACE();
for (Building& building : m_buildings)
for (Building& building : m_state.buildings)
{
// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
if (building.queuedForDeconstruction) { continue; }
@@ -1169,7 +1169,7 @@ void BuildingSystem::tickOutputBelts()
// same speed as real belts (REQ-GW-BELT-SPEED, REQ-MAT-OUTPUT-EMERGE).
const double progressPerTick = m_belts.getProgressPerTick_tpt();
for (Building& building : m_buildings)
for (Building& building : m_state.buildings)
{
// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
if (building.queuedForDeconstruction) { continue; }
@@ -1215,7 +1215,7 @@ void BuildingSystem::tickOutputBelts()
void BuildingSystem::forEachEmergingItem(
const std::function<void(const ItemType&, QPointF)>& visit) const
{
for (const Building& building : m_buildings)
for (const Building& building : m_state.buildings)
{
for (std::size_t p = 0; p < building.outputPorts.size(); ++p)
{
@@ -1237,7 +1237,7 @@ void BuildingSystem::forEachEmergingItem(
void BuildingSystem::forEachIncomingItem(
const std::function<void(const ItemType&, QPointF)>& visit) const
{
for (const Building& building : m_buildings)
for (const Building& building : m_state.buildings)
{
for (std::size_t p = 0; p < building.inputPorts.size(); ++p)
{
@@ -1262,7 +1262,7 @@ void BuildingSystem::forEachIncomingItem(
const Building* BuildingSystem::findBuilding(BuildingId id) const
{
for (const Building& building : m_buildings)
for (const Building& building : m_state.buildings)
{
if (building.id == id)
{
@@ -1274,7 +1274,7 @@ const Building* BuildingSystem::findBuilding(BuildingId id) const
Building* BuildingSystem::findBuildingMutable(BuildingId id)
{
for (Building& building : m_buildings)
for (Building& building : m_state.buildings)
{
if (building.id == id)
{
@@ -1286,7 +1286,7 @@ Building* BuildingSystem::findBuildingMutable(BuildingId id)
const ConstructionSite* BuildingSystem::findSite(BuildingId id) const
{
for (const ConstructionSite& site : m_constructionQueue)
for (const ConstructionSite& site : m_state.constructionQueue)
{
if (site.id == id)
{
@@ -1298,13 +1298,13 @@ const ConstructionSite* BuildingSystem::findSite(BuildingId id) const
std::vector<Building> BuildingSystem::getAllBuildings() const
{
return m_buildings;
return m_state.buildings;
}
std::vector<ConstructionSite> BuildingSystem::getAllSites() const
{
return std::vector<ConstructionSite>(m_constructionQueue.begin(),
m_constructionQueue.end());
return std::vector<ConstructionSite>(m_state.constructionQueue.begin(),
m_state.constructionQueue.end());
}
namespace
@@ -1328,7 +1328,7 @@ bool isProductionBuildingType(BuildingType type)
int BuildingSystem::getProductionBuildingCount() const
{
int count = 0;
for (const Building& b : m_buildings)
for (const Building& b : m_state.buildings)
{
if (isProductionBuildingType(b.type)) { ++count; }
}
@@ -1338,7 +1338,7 @@ int BuildingSystem::getProductionBuildingCount() const
int BuildingSystem::getActiveProductionBuildingCount() const
{
int count = 0;
for (const Building& b : m_buildings)
for (const Building& b : m_state.buildings)
{
if (isProductionBuildingType(b.type) && b.production.has_value()) { ++count; }
}
@@ -1489,7 +1489,7 @@ BuildingSystem::getProductionStatus(const Building& building) const
std::vector<BuildingSystem::BeltTileInfo> BuildingSystem::getAllBeltTiles() const
{
std::vector<BeltTileInfo> result;
for (const Building& b : m_buildings)
for (const Building& b : m_state.buildings)
{
if (b.type != BuildingType::Belt && b.type != BuildingType::Splitter)
{
@@ -1520,7 +1520,7 @@ std::vector<BuildingSystem::BeltTileInfo> BuildingSystem::getAllBeltTiles() cons
bool BuildingSystem::isTileOccupied(QPoint tile) const
{
return m_grid.isOccupied(tile);
return m_state.grid.isOccupied(tile);
}
std::optional<BuildingId> BuildingSystem::findRotateInPlaceTarget(
@@ -1541,13 +1541,13 @@ std::optional<BuildingId> BuildingSystem::findRotateInPlaceTarget(
// All body cells must be occupied by the same entity.
const QPoint firstAbs = anchor + mask.bodyCells[0];
const std::optional<BuildingId> firstOwner = m_grid.findOwner(firstAbs);
const std::optional<BuildingId> firstOwner = m_state.grid.findOwner(firstAbs);
if (!firstOwner.has_value()) { return std::nullopt; }
const BuildingId candidateId = *firstOwner;
for (const QPoint& rel : mask.bodyCells)
{
const std::optional<BuildingId> owner = m_grid.findOwner(anchor + rel);
const std::optional<BuildingId> owner = m_state.grid.findOwner(anchor + rel);
if (!owner.has_value() || *owner != candidateId)
{
return std::nullopt;
@@ -1555,14 +1555,14 @@ std::optional<BuildingId> BuildingSystem::findRotateInPlaceTarget(
}
// Verify the candidate is the same building type with the same cell count.
for (const ConstructionSite& site : m_constructionQueue)
for (const ConstructionSite& site : m_state.constructionQueue)
{
if (site.id != candidateId) { continue; }
if (site.type != type) { return std::nullopt; }
if (site.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
return candidateId;
}
for (const Building& b : m_buildings)
for (const Building& b : m_state.buildings)
{
if (b.id != candidateId) { continue; }
if (b.type != type) { return std::nullopt; }
@@ -1576,7 +1576,7 @@ std::optional<BuildingId> BuildingSystem::findRotateInPlaceTarget(
void BuildingSystem::rotateInPlace(BuildingId id, Rotation newRotation)
{
// Construction site path — just update rotation; no ports to recompute.
for (ConstructionSite& site : m_constructionQueue)
for (ConstructionSite& site : m_state.constructionQueue)
{
if (site.id == id)
{
@@ -1586,7 +1586,7 @@ void BuildingSystem::rotateInPlace(BuildingId id, Rotation newRotation)
}
// Operational building path.
for (Building& b : m_buildings)
for (Building& b : m_state.buildings)
{
if (b.id != id) { continue; }
@@ -1643,7 +1643,7 @@ const Building* BuildingSystem::findNearestBuilding(QVector2D worldPos,
{
const Building* best = nullptr;
float bestDist = std::numeric_limits<float>::max();
for (const Building& b : m_buildings)
for (const Building& b : m_state.buildings)
{
if (b.type != type)
{
@@ -1664,7 +1664,7 @@ const Building* BuildingSystem::findNearestBuilding(QVector2D worldPos,
bool BuildingSystem::deliverScrapToSalvageBay(BuildingId bayId)
{
Building* bay = nullptr;
for (Building& b : m_buildings)
for (Building& b : m_state.buildings)
{
if (b.id == bayId)
{
@@ -1708,7 +1708,7 @@ BuildingId BuildingSystem::placeImmediate(BuildingType type,
{
const QPoint absCell = anchor + cell;
building.bodyCells.push_back(absCell);
m_grid.occupy(absCell, id);
m_state.grid.occupy(absCell, id);
}
for (const Port& port : mask.outputPorts)
{
@@ -1726,14 +1726,14 @@ BuildingId BuildingSystem::placeImmediate(BuildingType type,
initSalvageBayBuffer(building);
}
m_buildings.push_back(std::move(building));
m_state.buildings.push_back(std::move(building));
return id;
}
bool BuildingSystem::removeBuilding(BuildingId id)
{
for (std::vector<Building>::iterator it = m_buildings.begin();
it != m_buildings.end();
for (std::vector<Building>::iterator it = m_state.buildings.begin();
it != m_state.buildings.end();
++it)
{
if (it->id == id)
@@ -1743,8 +1743,8 @@ bool BuildingSystem::removeBuilding(BuildingId id)
{
m_belts.removeTile(it->anchor);
}
m_grid.release(it->bodyCells);
m_buildings.erase(it);
m_state.grid.release(it->bodyCells);
m_state.buildings.erase(it);
return true;
}
}
@@ -1753,7 +1753,7 @@ bool BuildingSystem::removeBuilding(BuildingId id)
void BuildingSystem::forEachBuilding(std::function<void(Building&)> fn)
{
for (Building& b : m_buildings)
for (Building& b : m_state.buildings)
{
fn(b);
}
@@ -1762,12 +1762,12 @@ void BuildingSystem::forEachBuilding(std::function<void(Building&)> fn)
void BuildingSystem::registerTileOccupancy(const std::vector<QPoint>& cells,
BuildingId ownerPlaceholder)
{
m_grid.occupy(cells, ownerPlaceholder);
m_state.grid.occupy(cells, ownerPlaceholder);
}
void BuildingSystem::unregisterTileOccupancy(const std::vector<QPoint>& cells)
{
m_grid.release(cells);
m_state.grid.release(cells);
}
namespace
@@ -1801,10 +1801,10 @@ void appendInputBuffer(Hasher& hasher, const InputBuffer& buffer)
void BuildingSystem::appendChecksum(Hasher& hasher) const
{
// m_buildings keeps a stable, deterministic order (append on build, swap-free
// m_state.buildings keeps a stable, deterministic order (append on build, swap-free
// erase aside — both runs perform identical operations, so order matches).
hasher.append(m_buildings.size());
for (const Building& b : m_buildings)
hasher.append(m_state.buildings.size());
for (const Building& b : m_state.buildings)
{
hasher.append(b.id);
hasher.append(b.anchor);
@@ -1847,8 +1847,8 @@ void BuildingSystem::appendChecksum(Hasher& hasher) const
hasher.append(b.queuedForDeconstruction);
}
hasher.append(m_constructionQueue.size());
for (const ConstructionSite& s : m_constructionQueue)
hasher.append(m_state.constructionQueue.size());
for (const ConstructionSite& s : m_state.constructionQueue)
{
hasher.append(s.id);
hasher.append(s.anchor);
@@ -1865,8 +1865,8 @@ void BuildingSystem::appendChecksum(Hasher& hasher) const
for (const ItemType& type : s.splitterFilterB) { hasher.append(type.id); }
}
hasher.append(m_deconstructionQueue.size());
for (const DeconstructionEntry& e : m_deconstructionQueue)
hasher.append(m_state.deconstructionQueue.size());
for (const DeconstructionEntry& e : m_state.deconstructionQueue)
{
hasher.append(e.id);
hasher.append(e.completesAt);
@@ -1876,5 +1876,5 @@ void BuildingSystem::appendChecksum(Hasher& hasher) const
for (const ItemType& type : e.splitterFilterB) { hasher.append(type.id); }
}
m_grid.appendChecksum(hasher);
m_state.grid.appendChecksum(hasher);
}

View File

@@ -15,7 +15,7 @@
#include "BeltSystem.h"
#include "Building.h"
#include "BuildingGrid.h"
#include "FactoryState.h"
#include "BuildingType.h"
#include "BuildingId.h"
#include "GameConfig.h"
@@ -294,23 +294,8 @@ private:
std::mt19937& m_rng;
int m_asteroidWidth_tiles;
std::vector<Building> m_buildings;
std::deque<ConstructionSite> m_constructionQueue;
// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
// completesAt == 0 means "queued but its timer has not started yet"
// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
// here so cancelDeconstruction can restore them on re-registration.
struct DeconstructionEntry
{
BuildingId id = kInvalidBuildingId;
Tick completesAt = 0;
std::vector<ItemType> splitterFilterA;
std::vector<ItemType> splitterFilterB;
};
std::deque<DeconstructionEntry> m_deconstructionQueue;
// The authority on which building owns which tile; every placement and removal
// path claims and releases its body cells here.
BuildingGrid m_grid;
// The factory's world data — buildings, queued work, tile ownership. Held here
// for now; the intent is for Simulation to own it and pass it into the tick
// methods, leaving this system stateless over it (see FactoryState.h).
FactoryState m_state;
};

View File

@@ -13,6 +13,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/Building.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.h
${CMAKE_CURRENT_SOURCE_DIR}/FactoryState.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.h
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h

View File

@@ -0,0 +1,45 @@
#pragma once
#include <deque>
#include <vector>
#include "Building.h"
#include "BuildingGrid.h"
#include "BuildingId.h"
#include "ItemType.h"
#include "Tick.h"
// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
// completesAt == 0 means "queued but its timer has not started yet"
// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
// here so cancelDeconstruction can restore them on re-registration.
struct DeconstructionEntry
{
BuildingId id = kInvalidBuildingId;
Tick completesAt = 0;
std::vector<ItemType> splitterFilterA;
std::vector<ItemType> splitterFilterB;
};
// The factory's world data: every building, the work queued on them, and the
// tile ownership index. This is the buildings-side counterpart to EntityAdmin —
// data with no behaviour of its own beyond what BuildingGrid encapsulates.
//
// Buildings deliberately stay a plain vector rather than becoming EnTT entities
// (see docs/architecture.md). Separating this data from the systems that operate
// on it is not a step toward putting them in the entity model; it is the same
// data/behaviour split the ecs/system/ classes already follow, where world data
// arrives as a tick argument instead of being owned by the system.
//
// Owned by BuildingSystem for now. The intent is to hand ownership to Simulation
// and pass this into the tick methods, so the systems become stateless over it.
struct FactoryState
{
std::vector<Building> buildings;
std::deque<ConstructionSite> constructionQueue;
std::deque<DeconstructionEntry> deconstructionQueue;
// The authority on which building owns which tile; every placement and removal
// path claims and releases its body cells here.
BuildingGrid grid;
};