share BuildingSystem's free functions instead of copying them
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@@ -38,3 +38,17 @@ std::string buildingTypeId(BuildingType type)
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}
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return "";
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}
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bool isAutoRecipeBuildingType(BuildingType type)
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{
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return type == BuildingType::Smelter
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|| type == BuildingType::ReprocessingPlant;
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}
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bool isBeltSubsystemType(BuildingType type)
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{
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return type == BuildingType::Belt
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|| type == BuildingType::Splitter
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|| type == BuildingType::TunnelEntry
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|| type == BuildingType::TunnelExit;
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}
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@@ -29,3 +29,13 @@ std::optional<BuildingType> parseBuildingType(const std::string& id);
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// Canonical id string for a BuildingType. The inverse of parseBuildingType.
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std::string buildingTypeId(BuildingType type);
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// Smelter and Reprocessing Plant have no player-selected recipe
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// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). They auto-process whatever inputs
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// they receive, matching against every recipe of their building type.
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bool isAutoRecipeBuildingType(BuildingType type);
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// Belts, splitters, and tunnel ends keep their runtime data in the belt subsystem
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// rather than in the Building instance, so placing/removing them must register or
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// unregister a tile with BeltSystem.
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bool isBeltSubsystemType(BuildingType type);
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@@ -9,6 +9,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
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${CMAKE_CURRENT_SOURCE_DIR}/Item.h
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${CMAKE_CURRENT_SOURCE_DIR}/Port.h
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${CMAKE_CURRENT_SOURCE_DIR}/PortGeometry.h
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${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceOption.h
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${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.h
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${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.h
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45
src/lib/core/PortGeometry.h
Normal file
45
src/lib/core/PortGeometry.h
Normal file
@@ -0,0 +1,45 @@
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#pragma once
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#include <QPoint>
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#include "Rotation.h"
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// Geometry of a building's input/output ports. A Port names the tile *outside* the
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// building together with the direction items flow across it; these helpers give the
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// building body tile on the other side of that edge, which is where the virtual
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// input/output belt lives.
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//
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// Shared by the simulation (which moves items across the edge) and the renderer
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// (which draws the virtual belt), so the two cannot disagree about which tile a
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// port belongs to.
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// The building body tile that owns an output port, given the port's outside tile
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// (port.tile) and its facing direction. The virtual output belt occupies this tile
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// and flows toward port.tile (REQ-MAT-OUTPUT-EMERGE).
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inline QPoint outputBodyTile(QPoint portTile, Rotation direction)
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{
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switch (direction)
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{
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case Rotation::East: return portTile + QPoint(-1, 0);
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case Rotation::West: return portTile + QPoint( 1, 0);
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case Rotation::North: return portTile + QPoint( 0, 1);
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case Rotation::South: return portTile + QPoint( 0, -1);
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}
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return portTile;
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}
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// The building body tile an input port feeds into, given the port's outside belt
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// tile (port.tile) and its inward flow direction. The virtual input belt occupies
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// this tile and flows from the outer edge (progress 0.0) to the centre (0.5)
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// (REQ-MAT-INPUT-INTAKE).
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inline QPoint inputBodyTile(QPoint portTile, Rotation inwardDirection)
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{
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switch (inwardDirection)
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{
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case Rotation::East: return portTile + QPoint( 1, 0);
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case Rotation::West: return portTile + QPoint(-1, 0);
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case Rotation::North: return portTile + QPoint( 0, -1);
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case Rotation::South: return portTile + QPoint( 0, 1);
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}
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return portTile;
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}
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