make construction its own system (extracted from BuildingSystem)
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@@ -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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