move FactoryState ownership out of BuildingSystem to Simulation
Simulation (and ArenaSimulation in the balancing tool) now owns the factory's world data; BuildingSystem holds a reference to it. This is what lets the systems that operate on the data be handed the same state — phase 3's construction and deconstruction systems, and later the ecs/system/ classes that today take a BuildingSystem& only to query it. reset() clears the state alongside m_admin and m_beltSystem, matching how the subsystems were already rebuilt from scratch. Falls short of the tick-argument form I sketched: BuildingSystem still reaches the data through a member reference rather than a parameter. Making it truly stateless means the const query surface has to find the data some other way, and that surface is large — findBuilding alone has 64 call sites, with findSite, getAllBuildings, getAllSites, isTileOccupied and the rest behind it. Doing that needs a queries facade behind Simulation::getBuildings() so the callers do not all move, which is its own decision rather than a side effect of this one. The constructor gains a parameter, so the four owners and the three test fixtures that build a BuildingSystem directly are updated; the 33 files that only use one are untouched. Verified with a golden-checksum capture before and after — all four sample ticks identical. Co-Authored-By: Claude <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
This commit is contained in:
@@ -48,6 +48,7 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
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{
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m_buildingSystem = std::make_unique<BuildingSystem>(
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m_gameConfig,
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m_factoryState,
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m_beltSystem,
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[this]() { return allocateBuildingId(); },
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[](int) {},
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@@ -10,6 +10,7 @@
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#include "BalancingConfig.h"
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#include "BeltSystem.h"
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#include "FactoryState.h"
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#include "EntityAdmin.h"
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#include "BuildingId.h"
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@@ -107,6 +108,7 @@ private:
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BuildingId m_nextBuildingId;
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EntityAdmin m_admin;
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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<ShipSystem> m_shipSystem;
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@@ -23,6 +23,7 @@ bool inputLaneEntryFree(const std::vector<BeltItemSlot>& lane)
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} // namespace
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BuildingSystem::BuildingSystem(const GameConfig& config,
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FactoryState& state,
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BeltSystem& belts,
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std::function<BuildingId()> allocateBuildingId,
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std::function<void(int)> addBuildingBlocks,
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@@ -31,6 +32,7 @@ BuildingSystem::BuildingSystem(const GameConfig& config,
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std::function<bool(const std::string&)> isItemUnlocked,
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std::mt19937& rng)
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: m_config(config)
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, m_state(state)
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, m_belts(belts)
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, m_allocateBuildingId(std::move(allocateBuildingId))
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, m_addBuildingBlocks(std::move(addBuildingBlocks))
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@@ -47,6 +47,7 @@ class BuildingSystem
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{
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public:
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BuildingSystem(const GameConfig& config,
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FactoryState& state,
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BeltSystem& belts,
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std::function<BuildingId()> allocateBuildingId,
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std::function<void(int)> addBuildingBlocks,
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@@ -285,6 +286,11 @@ private:
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QPoint anchor) const;
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const GameConfig& m_config;
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// The factory's world data — buildings, queued work, tile ownership. Owned by
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// Simulation, not by this system (see FactoryState.h).
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FactoryState& m_state;
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BeltSystem& m_belts;
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std::function<BuildingId()> m_allocateBuildingId;
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std::function<void(int)> m_addBuildingBlocks;
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@@ -293,9 +299,4 @@ private:
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std::function<bool(const std::string&)> m_isItemUnlocked;
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std::mt19937& m_rng;
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int m_asteroidWidth_tiles;
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// The factory's world data — buildings, queued work, tile ownership. Held here
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// for now; the intent is for Simulation to own it and pass it into the tick
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// methods, leaving this system stateless over it (see FactoryState.h).
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FactoryState m_state;
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};
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@@ -31,8 +31,11 @@ struct DeconstructionEntry
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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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// Owned by Simulation (and by ArenaSimulation in the balancing tool), not by the
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// systems that operate on it. BuildingSystem holds a reference. The remaining step
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// is to pass this into the tick methods instead, so the systems become stateless
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// over it — that one is gated on the query surface, which today reaches the data
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// through BuildingSystem's ~180 const call sites.
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struct FactoryState
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{
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std::vector<Building> buildings;
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@@ -94,6 +94,7 @@ void Simulation::reset(unsigned int seed)
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m_pendingSchematicChoices.clear();
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m_admin.clear();
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m_factoryState = FactoryState{};
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m_beltSystem = BeltSystem(m_config.world.beltSpeed_tps);
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initializeSubsystems();
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@@ -105,6 +106,7 @@ void Simulation::initializeSubsystems()
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{
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m_buildingSystem = std::make_unique<BuildingSystem>(
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m_config,
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m_factoryState,
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m_beltSystem,
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[this]() { return allocateBuildingId(); },
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[this](int amount) { m_buildingBlocksStock += amount; },
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@@ -9,6 +9,7 @@
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#include <QPoint>
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#include "BeltSystem.h"
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#include "FactoryState.h"
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#include "EntityAdmin.h"
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#include "entt/entity/entity.hpp"
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#include "SchematicChoiceOption.h"
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@@ -209,6 +210,9 @@ private:
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UnlockState m_unlockState;
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EntityAdmin m_admin;
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// The factory's world data. Owned here, not by BuildingSystem, so the systems
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// that operate on it can be handed the same state (see FactoryState.h).
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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<ShipSystem> m_shipSystem;
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@@ -14,6 +14,7 @@
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#include "BeltSystem.h"
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "FactoryState.h"
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#include "BuildingType.h"
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#include "ConfigLoader.h"
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#include "DeliverScrapBehavior.h"
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@@ -54,6 +55,7 @@
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struct Fixture
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{
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GameConfig cfg;
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FactoryState state;
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BeltSystem belts;
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BuildingId nextBuildingId;
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int stock;
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@@ -76,7 +78,7 @@ struct Fixture
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, nextBuildingId(1)
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, stock(0)
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, rng(42)
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, buildings(cfg, belts,
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, buildings(cfg, state, belts,
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[this]() { return nextBuildingId++; },
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[this](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -12,6 +12,7 @@
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#include "BeltSystem.h"
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "FactoryState.h"
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#include "BuildingType.h"
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#include "ConfigLoader.h"
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#include "Item.h"
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@@ -83,6 +84,7 @@ static std::vector<Item> outputSideItems(const Building& b)
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struct PlacementFixture
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{
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GameConfig cfg = loadTestConfig();
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FactoryState state;
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BeltSystem belts{cfg.world.beltSpeed_tps};
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int stock = 0;
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std::mt19937 rng{0};
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@@ -90,7 +92,7 @@ struct PlacementFixture
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BuildingSystem bs;
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PlacementFixture()
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: bs(cfg, belts,
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: bs(cfg, state, belts,
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[this]() { return nextBuildingId++; },
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[this](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -111,7 +113,8 @@ TEST_CASE("BuildingSystem: place miner occupies expected body tiles", "[building
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -219,7 +222,8 @@ TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem after con
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -248,7 +252,8 @@ TEST_CASE("BuildingSystem: placed building enters construction queue", "[buildin
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -290,7 +295,8 @@ TEST_CASE("BuildingSystem: first queued building starts construction immediately
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -308,7 +314,8 @@ TEST_CASE("BuildingSystem: second queued building waits (completesAt == 0)", "[b
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -330,7 +337,8 @@ TEST_CASE("BuildingSystem: construction completes after configured duration", "[
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -496,7 +504,8 @@ TEST_CASE("BuildingSystem: second building starts after first completes", "[buil
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -526,7 +535,8 @@ TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[bui
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -559,7 +569,8 @@ TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]")
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -599,7 +610,8 @@ TEST_CASE("BuildingSystem: productionBuildingCount excludes construction sites",
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -639,7 +651,8 @@ TEST_CASE("BuildingSystem: activeProductionBuildingCount tracks production cycle
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -681,7 +694,8 @@ TEST_CASE("BuildingSystem: smelter input buffer fills from adjacent west-flowing
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -723,7 +737,8 @@ TEST_CASE("BuildingSystem: accepted input travels inward before entering the buf
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
|
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
|
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BuildingSystem bs(cfg, state_bs, belts,
|
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[&nextBuildingId]() { return nextBuildingId++; },
|
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
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@@ -764,7 +779,8 @@ TEST_CASE("BuildingSystem: input reservation caps buffered plus in-transit at th
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int stock = 0;
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std::mt19937 rng(0);
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BuildingId nextBuildingId = 1;
|
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
|
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BuildingSystem bs(cfg, state_bs, belts,
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[&nextBuildingId]() { return nextBuildingId++; },
|
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[&stock](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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@@ -806,7 +822,8 @@ TEST_CASE("BuildingSystem: smelter auto-smelts ore without a recipe selection",
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int stock = 0;
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std::mt19937 rng(0);
|
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BuildingId nextBuildingId = 1;
|
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BuildingSystem bs(cfg, belts,
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FactoryState state_bs;
|
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BuildingSystem bs(cfg, state_bs, belts,
|
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[&nextBuildingId]() { return nextBuildingId++; },
|
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[&stock](int n) { stock += n; },
|
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
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@@ -852,7 +869,8 @@ TEST_CASE("BuildingSystem: smelter runs a satisfiable recipe while an incomplete
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int stock = 0;
|
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std::mt19937 rng(0);
|
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BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
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FactoryState state_bs;
|
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BuildingSystem bs(cfg, state_bs, belts,
|
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[&nextBuildingId]() { return nextBuildingId++; },
|
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[&stock](int n) { stock += n; },
|
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -906,7 +924,8 @@ TEST_CASE("BuildingSystem: miner output buffer drains onto adjacent belt", "[bui
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int stock = 0;
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std::mt19937 rng(0);
|
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BuildingId nextBuildingId = 1;
|
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BuildingSystem bs(cfg, belts,
|
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FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
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[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
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@@ -945,7 +964,8 @@ TEST_CASE("BuildingSystem: output port couples directly into an adjacent input p
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int stock = 0;
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std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
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FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -985,7 +1005,8 @@ TEST_CASE("BuildingSystem: direct coupling to a non-consumer leaves the item stu
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1024,7 +1045,8 @@ TEST_CASE("BuildingSystem: setRecipe clears output buffer and active production"
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1067,7 +1089,8 @@ TEST_CASE("BuildingSystem: reprocessing plant output buffer capacity equals max
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1099,7 +1122,8 @@ TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then sta
|
||||
// Seed chosen so first roll produces 2-item output (iron_ingot), filling buffer.
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1157,7 +1181,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when tile is
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1176,7 +1201,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the site id for a que
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1199,7 +1225,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the building id for a
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1226,7 +1253,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when building
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1248,7 +1276,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget never rotates a tunnel in pla
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1274,7 +1303,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when footprin
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1298,7 +1328,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget works for a symmetric multi-t
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1327,7 +1358,8 @@ TEST_CASE("BuildingSystem: rotateInPlace updates the rotation field of a constru
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1350,7 +1382,8 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the construction progress of
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1374,7 +1407,8 @@ TEST_CASE("BuildingSystem: rotateInPlace updates rotation and output port direct
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
@@ -1405,7 +1439,8 @@ TEST_CASE("BuildingSystem: rotateInPlace re-registers a belt tile with BeltSyste
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
FactoryState state_bs;
|
||||
BuildingSystem bs(cfg, state_bs, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
|
||||
@@ -5,6 +5,7 @@
|
||||
#include "BeltSystem.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "FactoryState.h"
|
||||
#include "BuildingType.h"
|
||||
#include "CombatSystem.h"
|
||||
#include "ConfigLoader.h"
|
||||
@@ -51,6 +52,7 @@ static entt::entity findWeaponChild(EntityAdmin& admin, entt::entity ship)
|
||||
struct CombatFixture
|
||||
{
|
||||
GameConfig cfg;
|
||||
FactoryState state;
|
||||
std::mt19937 rng;
|
||||
EntityAdmin admin;
|
||||
BuildingId nextBuildingId;
|
||||
@@ -65,7 +67,7 @@ struct CombatFixture
|
||||
, nextBuildingId(1)
|
||||
, belts(cfg.world.beltSpeed_tps)
|
||||
, ships(cfg, admin)
|
||||
, buildings(cfg, belts,
|
||||
, buildings(cfg, state, belts,
|
||||
[this]() { return nextBuildingId++; },
|
||||
[](int){},
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
|
||||
Reference in New Issue
Block a user