make construction its own system (extracted from BuildingSystem)
This commit is contained in:
@@ -334,109 +334,6 @@ void BuildingSystem::setSiteSplitterFilters(FactoryState& state, BuildingId id,
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// Tick hooks
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// ---------------------------------------------------------------------------
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void BuildingSystem::tickConstruction(FactoryState& state, Tick currentTick)
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{
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TRACE();
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if (state.constructionQueue.empty())
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{
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return;
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}
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ConstructionSite& front = state.constructionQueue.front();
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// Guard: if somehow the front site was never started, start it now.
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if (front.completesAt == 0)
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{
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const BuildingDef* def = m_config.buildings.findBuildingDef(front.type);
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if (def)
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{
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front.completesAt = currentTick + secondsToTicks(def->constructionTimeSeconds);
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}
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return;
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}
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if (currentTick < front.completesAt)
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{
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return;
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}
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// Promote construction site to an operational Building.
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const BuildingDef* def = m_config.buildings.findBuildingDef(front.type);
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const ParsedSurfaceMask mask = parseSurfaceMask(
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def ? def->surfaceMask : std::vector<std::string>{},
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front.rotation);
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Building building;
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building.id = front.id;
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building.anchor = front.anchor;
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building.footprint = front.footprint;
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building.rotation = front.rotation;
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building.type = front.type;
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building.recipeId = front.recipeId;
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building.shipLayout = front.shipLayout;
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for (const QPoint& cell : mask.bodyCells)
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{
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building.bodyCells.push_back(front.anchor + cell);
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}
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for (const Port& port : mask.outputPorts)
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{
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Port absPort;
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absPort.tile = front.anchor + port.tile;
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absPort.direction = port.direction;
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building.outputPorts.push_back(absPort);
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}
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building.emergingItems.resize(building.outputPorts.size());
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building.inputPorts = computeInputPorts(building.bodyCells, building.outputPorts);
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building.incomingItems.assign(building.inputPorts.size(), {});
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if (building.type == BuildingType::SalvageBay)
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{
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initSalvageBayBuffer(m_config, building);
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}
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else if (isAutoRecipeBuildingType(building.type))
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{
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// Smelter/Reprocessing Plant need no recipe selection; buffers are set
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// up from all recipes of the type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
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initAutoBuffers(m_config, building);
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}
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else if (!building.recipeId.empty())
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{
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if (building.type == BuildingType::Shipyard)
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{
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initShipyardBuffers(m_config, building);
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}
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else
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{
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const RecipeDef* recipe = m_config.recipes.findRecipeDef(building.recipeId, building.type);
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if (recipe)
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{
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initBuffers(building, *recipe);
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}
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}
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}
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// Register with BeltSystem before the move (mask/building stays valid). Any
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// filters configured while under construction carry over (REQ-BLD-SITE-CONFIG).
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reregisterBeltTile(m_belts, m_config, building, front.splitterFilterA, front.splitterFilterB);
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state.buildings.push_back(std::move(building));
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state.constructionQueue.pop_front();
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// Start next queued site if present.
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if (!state.constructionQueue.empty() && state.constructionQueue.front().completesAt == 0)
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{
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const BuildingDef* nextDef =
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m_config.buildings.findBuildingDef(state.constructionQueue.front().type);
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if (nextDef)
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{
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state.constructionQueue.front().completesAt =
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currentTick + secondsToTicks(nextDef->constructionTimeSeconds);
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}
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}
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}
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void BuildingSystem::tickDeconstruction(FactoryState& state, Tick currentTick)
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{
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TRACE();
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@@ -104,7 +104,6 @@ public:
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const std::vector<ItemType>& filterB);
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// -- Tick hooks (called from Simulation::tick in the documented order) ---
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void tickConstruction(FactoryState& state, Tick currentTick);
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// Advances the deconstruction queue (REQ-BLD-DECON-QUEUE): one building at a
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// time, in parallel with tickConstruction. Removes the front building and
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// credits its refund when its timer elapses.
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@@ -13,6 +13,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/Building.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.h
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${CMAKE_CURRENT_SOURCE_DIR}/ConstructionSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.h
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${CMAKE_CURRENT_SOURCE_DIR}/FactoryState.h
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${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.h
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@@ -43,6 +44,7 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ConstructionSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.cpp
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112
src/lib/sim/ConstructionSystem.cpp
Normal file
112
src/lib/sim/ConstructionSystem.cpp
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@@ -0,0 +1,112 @@
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#include "ConstructionSystem.h"
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#include "BuildingBuffers.h"
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#include "BuildingType.h"
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#include "FactoryQueries.h"
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#include "PortGeometry.h"
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#include "SurfaceMask.h"
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#include "tracing.h"
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void ConstructionSystem::tick(FactoryState& state, BeltSystem& belts, Tick currentTick)
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{
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TRACE();
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if (state.constructionQueue.empty())
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{
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return;
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}
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ConstructionSite& front = state.constructionQueue.front();
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// Guard: if somehow the front site was never started, start it now.
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if (front.completesAt == 0)
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{
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const BuildingDef* def = m_config.buildings.findBuildingDef(front.type);
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if (def)
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{
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front.completesAt = currentTick + secondsToTicks(def->constructionTimeSeconds);
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}
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return;
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}
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if (currentTick < front.completesAt)
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{
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return;
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}
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// Promote construction site to an operational Building.
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const BuildingDef* def = m_config.buildings.findBuildingDef(front.type);
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const ParsedSurfaceMask mask = parseSurfaceMask(
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def ? def->surfaceMask : std::vector<std::string>{},
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front.rotation);
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Building building;
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building.id = front.id;
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building.anchor = front.anchor;
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building.footprint = front.footprint;
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building.rotation = front.rotation;
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building.type = front.type;
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building.recipeId = front.recipeId;
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building.shipLayout = front.shipLayout;
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for (const QPoint& cell : mask.bodyCells)
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{
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building.bodyCells.push_back(front.anchor + cell);
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}
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for (const Port& port : mask.outputPorts)
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{
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Port absPort;
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absPort.tile = front.anchor + port.tile;
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absPort.direction = port.direction;
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building.outputPorts.push_back(absPort);
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}
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building.emergingItems.resize(building.outputPorts.size());
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building.inputPorts = computeInputPorts(building.bodyCells, building.outputPorts);
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building.incomingItems.assign(building.inputPorts.size(), {});
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if (building.type == BuildingType::SalvageBay)
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{
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initSalvageBayBuffer(m_config, building);
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}
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else if (isAutoRecipeBuildingType(building.type))
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{
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// Smelter/Reprocessing Plant need no recipe selection; buffers are set
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// up from all recipes of the type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
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initAutoBuffers(m_config, building);
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}
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else if (!building.recipeId.empty())
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{
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if (building.type == BuildingType::Shipyard)
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{
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initShipyardBuffers(m_config, building);
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}
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else
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{
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const RecipeDef* recipe = m_config.recipes.findRecipeDef(building.recipeId, building.type);
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if (recipe)
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{
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initBuffers(building, *recipe);
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}
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}
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}
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// Register with BeltSystem before the move (mask/building stays valid). Any
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// filters configured while under construction carry over (REQ-BLD-SITE-CONFIG).
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reregisterBeltTile(belts, m_config, building, front.splitterFilterA, front.splitterFilterB);
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state.buildings.push_back(std::move(building));
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state.constructionQueue.pop_front();
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// Start next queued site if present.
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if (!state.constructionQueue.empty() && state.constructionQueue.front().completesAt == 0)
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{
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const BuildingDef* nextDef =
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m_config.buildings.findBuildingDef(state.constructionQueue.front().type);
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if (nextDef)
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{
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state.constructionQueue.front().completesAt =
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currentTick + secondsToTicks(nextDef->constructionTimeSeconds);
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}
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}
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}
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30
src/lib/sim/ConstructionSystem.h
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30
src/lib/sim/ConstructionSystem.h
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@@ -0,0 +1,30 @@
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#pragma once
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#include "BeltSystem.h"
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#include "FactoryState.h"
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#include "GameConfig.h"
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#include "Tick.h"
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// Advances the construction queue and turns a finished site into an operational
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// building (REQ-BLD-CONSTRUCTION). One site is built at a time, in queue order:
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// the front site's timer runs, and when it elapses the site becomes a Building —
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// its ports and buffers are derived from its definition, its belt tile is handed
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// back to BeltSystem, and the next queued site starts.
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//
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// It completes the building itself rather than handing the finished site back to
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// BuildingSystem: everything materialisation needs is either in FactoryState, the
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// config, or a free function (see BuildingBuffers.h, PortGeometry.h), so there is
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// no intermediate value to pass and no ordering rule between two calls.
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//
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// Holds only the config; the world it works on arrives per tick, like the other
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// systems in lib/ecs/system.
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class ConstructionSystem
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{
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public:
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explicit ConstructionSystem(const GameConfig& config) : m_config(config) {}
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void tick(FactoryState& state, BeltSystem& belts, Tick currentTick);
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private:
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const GameConfig& m_config;
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};
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@@ -1,6 +1,7 @@
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#include "Simulation.h"
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#include "FactoryQueries.h"
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#include "ConstructionSystem.h"
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#include "PlacementRules.h"
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#include <algorithm>
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@@ -123,6 +124,7 @@ void Simulation::initializeSubsystems()
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},
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[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
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m_rng);
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m_constructionSystem = std::make_unique<ConstructionSystem>(m_config);
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m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
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m_aiSystem = std::make_unique<AiSystem>(m_config);
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m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
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@@ -243,7 +245,7 @@ void Simulation::tick()
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m_waveSystem->tickThreatAccumulation();
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// Construction + production pipeline
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m_buildingSystem->tickConstruction(m_factoryState, m_currentTick);
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m_constructionSystem->tick(m_factoryState, m_beltSystem, m_currentTick);
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m_buildingSystem->tickDeconstruction(m_factoryState, m_currentTick); // parallel to construction
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m_buildingSystem->tickBeltPull(m_factoryState); // step 3
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m_buildingSystem->tickProduction(m_factoryState, m_currentTick); // step 4
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@@ -25,6 +25,7 @@
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class AiSystem;
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class BuildingSystem;
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class ConstructionSystem;
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struct Command;
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class Hasher;
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class CombatSystem;
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@@ -218,6 +219,7 @@ private:
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FactoryState m_factoryState;
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BeltSystem m_beltSystem;
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std::unique_ptr<BuildingSystem> m_buildingSystem;
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std::unique_ptr<ConstructionSystem> m_constructionSystem;
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std::unique_ptr<ShipSystem> m_shipSystem;
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std::unique_ptr<AiSystem> m_aiSystem;
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std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
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