requirements for blueprint drops

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2026-04-18 22:37:41 +02:00
parent b5e2cbbb4f
commit 13f4800191
2 changed files with 10 additions and 4 deletions

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@@ -64,10 +64,11 @@ Simulation types shared across subsystems:
- `Port``struct Port { QPoint tile; Rotation direction; }`. Identifies a belt-adjacent cell and the direction of flow across that cell.
- `MovementIntent``struct MovementIntent { int priority; QVector2D target; }`. Priority follows the order declared under Movement Arbitration. Cleared at the start of each tick; the highest-priority write wins; `tickMovement` reads the winner.
- `FireEvent``struct FireEvent { EntityId shooter; EntityId target; Tick emittedAt; }`. Transient record emitted each time a weapon fires (REQ-SHP-FIRING, REQ-SHP-FIRING-BEAM). Buffered in a sim-owned queue and drained by the renderer; see Sim → UI Events.
- `BlueprintDropEvent``struct BlueprintDropEvent { ShipBlueprintId blueprint; int newLevel; bool wasNewUnlock; }`. Emitted when a destroyed enemy-defence-station set awards a blueprint (REQ-DEF-BLUEPRINT-DROP). The UI renders a toast (REQ-UI-BLUEPRINT-TOAST); `wasNewUnlock` chooses between the "unlocked" and "level → N" wording.
## Sim → UI Events
The sim owns a small set of per-frame event queues that the UI drains on each render. These carry one-shot signals that are not derivable from persistent state — notably weapon fires (REQ-SHP-FIRING-BEAM). Additional event types can be added here later (e.g., building-complete, unit-death flashes) without changing the pattern.
The sim owns a small set of per-frame event queues that the UI drains on each render. These carry one-shot signals that are not derivable from persistent state — currently weapon fires (REQ-SHP-FIRING-BEAM) and blueprint drops (REQ-UI-BLUEPRINT-TOAST). Additional event types can be added here later (e.g., building-complete, unit-death flashes) without changing the pattern.
Implementation: a plain `std::vector<FireEvent>` owned by `Simulation`, one vector per event type. Combat resolution (tick-order step 8) appends to it. The UI calls `simulation.drainFireEvents()` once per rendered frame, which returns the accumulated vector by move and clears the internal one. Beams are tracked by the renderer for 0.3 s of wall time (9 ticks at 30 Hz) using the events' `emittedAt` tick, then discarded. If either the shooter or target entity is gone when the renderer looks them up, the beam is dropped early.
@@ -92,7 +93,7 @@ Within a single simulation tick, subsystems run in this fixed order. The order i
6. **Belt tick** — advance items along belt tiles; apply splitter routing (REQ-BLD-SPLITTER).
7. **Ship behavior systems** — clear `MovementIntent` on each ship, then run `tickThreatResponse`, `tickScrapCollector`, `tickRepairBehavior`, `tickHomeReturn` in any order (arbitration is via intent priority).
8. **Combat resolution** — ships and defence stations acquire targets, fire, apply damage; queue deaths. Each fire appends a `FireEvent` to the sim's fire-event queue (REQ-SHP-FIRING-BEAM).
9. **Deaths & loot** — process queued deaths: drop scrap (REQ-RES-SCRAP-DROP), drop blueprints (REQ-DEF-BLUEPRINT-DROP), remove entities.
9. **Deaths & loot** — process queued deaths: drop scrap (REQ-RES-SCRAP-DROP); if a full enemy-defence-station set was destroyed this tick, award one blueprint (REQ-DEF-BLUEPRINT-DROP) and append a `BlueprintDropEvent`; remove entities.
10. **`tickMovement`** — advance ship positions based on final `MovementIntent`.
11. **Scrap despawn** — decrement scrap timers; remove expired scrap (REQ-RES-SCRAP-DROP).