move FactoryState ownership out of BuildingSystem to Simulation

This commit is contained in:
2026-08-05 06:43:52 +02:00
parent 0edea5d961
commit 46932e4abf
10 changed files with 97 additions and 43 deletions

View File

@@ -48,6 +48,7 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
{ {
m_buildingSystem = std::make_unique<BuildingSystem>( m_buildingSystem = std::make_unique<BuildingSystem>(
m_gameConfig, m_gameConfig,
m_factoryState,
m_beltSystem, m_beltSystem,
[this]() { return allocateBuildingId(); }, [this]() { return allocateBuildingId(); },
[](int) {}, [](int) {},

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@@ -10,6 +10,7 @@
#include "BalancingConfig.h" #include "BalancingConfig.h"
#include "BeltSystem.h" #include "BeltSystem.h"
#include "FactoryState.h"
#include "EntityAdmin.h" #include "EntityAdmin.h"
#include "BuildingId.h" #include "BuildingId.h"
@@ -107,6 +108,7 @@ private:
BuildingId m_nextBuildingId; BuildingId m_nextBuildingId;
EntityAdmin m_admin; EntityAdmin m_admin;
FactoryState m_factoryState;
BeltSystem m_beltSystem; BeltSystem m_beltSystem;
std::unique_ptr<BuildingSystem> m_buildingSystem; std::unique_ptr<BuildingSystem> m_buildingSystem;
std::unique_ptr<ShipSystem> m_shipSystem; std::unique_ptr<ShipSystem> m_shipSystem;

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@@ -23,6 +23,7 @@ bool inputLaneEntryFree(const std::vector<BeltItemSlot>& lane)
} // namespace } // namespace
BuildingSystem::BuildingSystem(const GameConfig& config, BuildingSystem::BuildingSystem(const GameConfig& config,
FactoryState& state,
BeltSystem& belts, BeltSystem& belts,
std::function<BuildingId()> allocateBuildingId, std::function<BuildingId()> allocateBuildingId,
std::function<void(int)> addBuildingBlocks, std::function<void(int)> addBuildingBlocks,
@@ -31,6 +32,7 @@ BuildingSystem::BuildingSystem(const GameConfig& config,
std::function<bool(const std::string&)> isItemUnlocked, std::function<bool(const std::string&)> isItemUnlocked,
std::mt19937& rng) std::mt19937& rng)
: m_config(config) : m_config(config)
, m_state(state)
, m_belts(belts) , m_belts(belts)
, m_allocateBuildingId(std::move(allocateBuildingId)) , m_allocateBuildingId(std::move(allocateBuildingId))
, m_addBuildingBlocks(std::move(addBuildingBlocks)) , m_addBuildingBlocks(std::move(addBuildingBlocks))

View File

@@ -47,6 +47,7 @@ class BuildingSystem
{ {
public: public:
BuildingSystem(const GameConfig& config, BuildingSystem(const GameConfig& config,
FactoryState& state,
BeltSystem& belts, BeltSystem& belts,
std::function<BuildingId()> allocateBuildingId, std::function<BuildingId()> allocateBuildingId,
std::function<void(int)> addBuildingBlocks, std::function<void(int)> addBuildingBlocks,
@@ -285,6 +286,11 @@ private:
QPoint anchor) const; QPoint anchor) const;
const GameConfig& m_config; const GameConfig& m_config;
// The factory's world data — buildings, queued work, tile ownership. Owned by
// Simulation, not by this system (see FactoryState.h).
FactoryState& m_state;
BeltSystem& m_belts; BeltSystem& m_belts;
std::function<BuildingId()> m_allocateBuildingId; std::function<BuildingId()> m_allocateBuildingId;
std::function<void(int)> m_addBuildingBlocks; std::function<void(int)> m_addBuildingBlocks;
@@ -293,9 +299,4 @@ private:
std::function<bool(const std::string&)> m_isItemUnlocked; std::function<bool(const std::string&)> m_isItemUnlocked;
std::mt19937& m_rng; std::mt19937& m_rng;
int m_asteroidWidth_tiles; int m_asteroidWidth_tiles;
// The factory's world data — buildings, queued work, tile ownership. Held here
// for now; the intent is for Simulation to own it and pass it into the tick
// methods, leaving this system stateless over it (see FactoryState.h).
FactoryState m_state;
}; };

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@@ -31,8 +31,11 @@ struct DeconstructionEntry
// data/behaviour split the ecs/system/ classes already follow, where world data // data/behaviour split the ecs/system/ classes already follow, where world data
// arrives as a tick argument instead of being owned by the system. // arrives as a tick argument instead of being owned by the system.
// //
// Owned by BuildingSystem for now. The intent is to hand ownership to Simulation // Owned by Simulation (and by ArenaSimulation in the balancing tool), not by the
// and pass this into the tick methods, so the systems become stateless over it. // systems that operate on it. BuildingSystem holds a reference. The remaining step
// is to pass this into the tick methods instead, so the systems become stateless
// over it — that one is gated on the query surface, which today reaches the data
// through BuildingSystem's ~180 const call sites.
struct FactoryState struct FactoryState
{ {
std::vector<Building> buildings; std::vector<Building> buildings;

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@@ -94,6 +94,7 @@ void Simulation::reset(unsigned int seed)
m_pendingSchematicChoices.clear(); m_pendingSchematicChoices.clear();
m_admin.clear(); m_admin.clear();
m_factoryState = FactoryState{};
m_beltSystem = BeltSystem(m_config.world.beltSpeed_tps); m_beltSystem = BeltSystem(m_config.world.beltSpeed_tps);
initializeSubsystems(); initializeSubsystems();
@@ -105,6 +106,7 @@ void Simulation::initializeSubsystems()
{ {
m_buildingSystem = std::make_unique<BuildingSystem>( m_buildingSystem = std::make_unique<BuildingSystem>(
m_config, m_config,
m_factoryState,
m_beltSystem, m_beltSystem,
[this]() { return allocateBuildingId(); }, [this]() { return allocateBuildingId(); },
[this](int amount) { m_buildingBlocksStock += amount; }, [this](int amount) { m_buildingBlocksStock += amount; },

View File

@@ -9,6 +9,7 @@
#include <QPoint> #include <QPoint>
#include "BeltSystem.h" #include "BeltSystem.h"
#include "FactoryState.h"
#include "EntityAdmin.h" #include "EntityAdmin.h"
#include "entt/entity/entity.hpp" #include "entt/entity/entity.hpp"
#include "SchematicChoiceOption.h" #include "SchematicChoiceOption.h"
@@ -209,6 +210,9 @@ private:
UnlockState m_unlockState; UnlockState m_unlockState;
EntityAdmin m_admin; EntityAdmin m_admin;
// The factory's world data. Owned here, not by BuildingSystem, so the systems
// that operate on it can be handed the same state (see FactoryState.h).
FactoryState m_factoryState;
BeltSystem m_beltSystem; BeltSystem m_beltSystem;
std::unique_ptr<BuildingSystem> m_buildingSystem; std::unique_ptr<BuildingSystem> m_buildingSystem;
std::unique_ptr<ShipSystem> m_shipSystem; std::unique_ptr<ShipSystem> m_shipSystem;

View File

@@ -14,6 +14,7 @@
#include "BeltSystem.h" #include "BeltSystem.h"
#include "Building.h" #include "Building.h"
#include "BuildingSystem.h" #include "BuildingSystem.h"
#include "FactoryState.h"
#include "BuildingType.h" #include "BuildingType.h"
#include "ConfigLoader.h" #include "ConfigLoader.h"
#include "DeliverScrapBehavior.h" #include "DeliverScrapBehavior.h"
@@ -54,6 +55,7 @@
struct Fixture struct Fixture
{ {
GameConfig cfg; GameConfig cfg;
FactoryState state;
BeltSystem belts; BeltSystem belts;
BuildingId nextBuildingId; BuildingId nextBuildingId;
int stock; int stock;
@@ -76,7 +78,7 @@ struct Fixture
, nextBuildingId(1) , nextBuildingId(1)
, stock(0) , stock(0)
, rng(42) , rng(42)
, buildings(cfg, belts, , buildings(cfg, state, belts,
[this]() { return nextBuildingId++; }, [this]() { return nextBuildingId++; },
[this](int n) { stock += n; }, [this](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},

View File

@@ -12,6 +12,7 @@
#include "BeltSystem.h" #include "BeltSystem.h"
#include "Building.h" #include "Building.h"
#include "BuildingSystem.h" #include "BuildingSystem.h"
#include "FactoryState.h"
#include "BuildingType.h" #include "BuildingType.h"
#include "ConfigLoader.h" #include "ConfigLoader.h"
#include "Item.h" #include "Item.h"
@@ -83,6 +84,7 @@ static std::vector<Item> outputSideItems(const Building& b)
struct PlacementFixture struct PlacementFixture
{ {
GameConfig cfg = loadTestConfig(); GameConfig cfg = loadTestConfig();
FactoryState state;
BeltSystem belts{cfg.world.beltSpeed_tps}; BeltSystem belts{cfg.world.beltSpeed_tps};
int stock = 0; int stock = 0;
std::mt19937 rng{0}; std::mt19937 rng{0};
@@ -90,7 +92,7 @@ struct PlacementFixture
BuildingSystem bs; BuildingSystem bs;
PlacementFixture() PlacementFixture()
: bs(cfg, belts, : bs(cfg, state, belts,
[this]() { return nextBuildingId++; }, [this]() { return nextBuildingId++; },
[this](int n) { stock += n; }, [this](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -111,7 +113,8 @@ TEST_CASE("BuildingSystem: place miner occupies expected body tiles", "[building
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -219,7 +222,8 @@ TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem after con
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -248,7 +252,8 @@ TEST_CASE("BuildingSystem: placed building enters construction queue", "[buildin
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -290,7 +295,8 @@ TEST_CASE("BuildingSystem: first queued building starts construction immediately
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -308,7 +314,8 @@ TEST_CASE("BuildingSystem: second queued building waits (completesAt == 0)", "[b
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -330,7 +337,8 @@ TEST_CASE("BuildingSystem: construction completes after configured duration", "[
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -496,7 +504,8 @@ TEST_CASE("BuildingSystem: second building starts after first completes", "[buil
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -526,7 +535,8 @@ TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[bui
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -559,7 +569,8 @@ TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]")
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -599,7 +610,8 @@ TEST_CASE("BuildingSystem: productionBuildingCount excludes construction sites",
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -639,7 +651,8 @@ TEST_CASE("BuildingSystem: activeProductionBuildingCount tracks production cycle
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -681,7 +694,8 @@ TEST_CASE("BuildingSystem: smelter input buffer fills from adjacent west-flowing
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -723,7 +737,8 @@ TEST_CASE("BuildingSystem: accepted input travels inward before entering the buf
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -764,7 +779,8 @@ TEST_CASE("BuildingSystem: input reservation caps buffered plus in-transit at th
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -806,7 +822,8 @@ TEST_CASE("BuildingSystem: smelter auto-smelts ore without a recipe selection",
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -852,7 +869,8 @@ TEST_CASE("BuildingSystem: smelter runs a satisfiable recipe while an incomplete
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -906,7 +924,8 @@ TEST_CASE("BuildingSystem: miner output buffer drains onto adjacent belt", "[bui
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -945,7 +964,8 @@ TEST_CASE("BuildingSystem: output port couples directly into an adjacent input p
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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. // Seed chosen so first roll produces 2-item output (iron_ingot), filling buffer.
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -1157,7 +1181,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when tile is
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -1226,7 +1253,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when building
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -1274,7 +1303,8 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when footprin
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
@@ -1350,7 +1382,8 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the construction progress of
int stock = 0; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](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; int stock = 0;
std::mt19937 rng(0); std::mt19937 rng(0);
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts, FactoryState state_bs;
BuildingSystem bs(cfg, state_bs, belts,
[&nextBuildingId]() { return nextBuildingId++; }, [&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; }, [&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},

View File

@@ -5,6 +5,7 @@
#include "BeltSystem.h" #include "BeltSystem.h"
#include "Building.h" #include "Building.h"
#include "BuildingSystem.h" #include "BuildingSystem.h"
#include "FactoryState.h"
#include "BuildingType.h" #include "BuildingType.h"
#include "CombatSystem.h" #include "CombatSystem.h"
#include "ConfigLoader.h" #include "ConfigLoader.h"
@@ -51,6 +52,7 @@ static entt::entity findWeaponChild(EntityAdmin& admin, entt::entity ship)
struct CombatFixture struct CombatFixture
{ {
GameConfig cfg; GameConfig cfg;
FactoryState state;
std::mt19937 rng; std::mt19937 rng;
EntityAdmin admin; EntityAdmin admin;
BuildingId nextBuildingId; BuildingId nextBuildingId;
@@ -65,7 +67,7 @@ struct CombatFixture
, nextBuildingId(1) , nextBuildingId(1)
, belts(cfg.world.beltSpeed_tps) , belts(cfg.world.beltSpeed_tps)
, ships(cfg, admin) , ships(cfg, admin)
, buildings(cfg, belts, , buildings(cfg, state, belts,
[this]() { return nextBuildingId++; }, [this]() { return nextBuildingId++; },
[](int){}, [](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},