move FactoryState ownership out of BuildingSystem to Simulation
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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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