allow the probabilistic recipe output of the reprocessing plant to yield more than 1 item of a type per cycle
This commit is contained in:
@@ -1000,8 +1000,9 @@ TEST_CASE("SalvagerSystem: full-cargo ship at its SalvageBay hands over cargo",
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}
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const Building* bay = findBuilding(f.state, bayId);
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REQUIRE(bay != nullptr);
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// Config-driven output-buffer capacity is applied on placement (REQ-BLD-SALVAGE-BAY).
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REQUIRE(bay->outputBuffer.capacity == 20);
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// Config-driven output-buffer capacity is applied on placement, onto the single
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// scrap buffer the bay holds (REQ-BLD-SALVAGE-BAY).
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REQUIRE(bay->outputBuffer.caps.at(ItemType{"scrap"}) == 20);
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const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
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bay->anchor.y() + bay->footprint.height() / 2.0f);
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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 "BuildingBuffers.h"
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#include "BuildingSystem.h"
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#include "ConstructionSystem.h"
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#include "DeconstructionSystem.h"
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@@ -876,7 +877,8 @@ TEST_CASE("BuildingSystem: direct coupling to a non-consumer leaves the item stu
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REQUIRE(sink != nullptr);
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// Nothing was delivered, and the producer's output side has backed up to its cap.
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REQUIRE(sink->pendingInputCount(ItemType{"iron_ore"}) == 0);
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REQUIRE(miner->getOutputItemCount() == miner->outputBuffer.capacity);
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REQUIRE(miner->getOutputItemCount(ItemType{"iron_ore"})
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== miner->outputBuffer.caps.at(ItemType{"iron_ore"}));
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}
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// ---------------------------------------------------------------------------
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@@ -913,10 +915,10 @@ TEST_CASE("BuildingSystem: setRecipe clears output buffer and active production"
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}
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// ---------------------------------------------------------------------------
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// Reprocessing plant — output buffer capacity (REQ-MAT-OUTPUT-BUFFER-REPROCESSING)
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// Reprocessing plant -- per-item output buffers (REQ-MAT-OUTPUT-BUFFER)
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// ---------------------------------------------------------------------------
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TEST_CASE("BuildingSystem: reprocessing plant output buffer capacity equals max output per roll",
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TEST_CASE("BuildingSystem: reprocessing plant sizes one output buffer per possible roll",
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"[building]")
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{
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PlacementFixture f;
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@@ -933,8 +935,124 @@ TEST_CASE("BuildingSystem: reprocessing plant output buffer capacity equals max
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const Building* b = findBuilding(f.state, id);
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REQUIRE(b != nullptr);
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// reprocessing_cycle outputs: 2 iron_ingot (60%), 1 circuit_board (30%),
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// 1 advanced_alloy (10%). Max per roll = 2. Capacity = 2 (1× max).
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REQUIRE(b->outputBuffer.capacity == 2);
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// 1 advanced_alloy (10%). One roll yields one of them, so each buffer holds twice
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// that outcome's own amount (REQ-MAT-OUTPUT-BUFFER).
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REQUIRE(b->outputBuffer.caps.size() == 3);
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REQUIRE(b->outputBuffer.caps.at(ItemType{"iron_ingot"}) == 4);
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REQUIRE(b->outputBuffer.caps.at(ItemType{"circuit_board"}) == 2);
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REQUIRE(b->outputBuffer.caps.at(ItemType{"advanced_alloy"}) == 2);
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}
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TEST_CASE("BuildingSystem: one full output buffer stops the plant even when the others have room",
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"[building]")
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{
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// The gate that replaced the old one-item cap: a cycle may only start when *every*
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// outcome would fit, because the roll is committed once it starts (REQ-MAT-CYCLE).
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// Were the plant to roll first and skip a result that does not fit, a player could
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// stall one output belt to filter the distribution towards the other items.
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PlacementFixture f(kFastBeltSpeed_tps);
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const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant,
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QPoint(0, 0), Rotation::East, 0).value();
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Tick tick = 0;
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runTicks(f.bs, f.cfg, f.state, f.belts, f.stock,
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static_cast<int>(secondsToTicks(25.0)) + 1, tick);
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// Feed a full cycle's scrap (5) so only the output side can hold it back.
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f.belts.placeBelt(QPoint(-1, 0), Rotation::East);
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for (int i = 0; i < 5; ++i)
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{
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f.belts.tryPutItem(QPoint(-1, 0), makeItem("scrap"), Rotation::East);
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f.belts.tick();
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f.bs.tickBeltPull(f.state);
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}
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// Fill the iron_ingot buffer to its cap and leave the other two empty.
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f.bs.forEachBuilding(f.state, [](Building& building) {
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if (building.type != BuildingType::ReprocessingPlant) { return; }
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const int cap = building.outputBuffer.caps.at(ItemType{"iron_ingot"});
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for (int i = 0; i < cap; ++i)
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{
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building.outputBuffer.items.push_back(makeItem("iron_ingot"));
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}
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});
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runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 5, tick);
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const Building* b = findBuilding(f.state, id);
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REQUIRE(b != nullptr);
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// circuit_board and advanced_alloy have room, but iron_ingot does not, so no cycle
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// starts at all and the scrap is still waiting.
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REQUIRE(b->outputBuffer.caps.at(ItemType{"circuit_board"}) > 0);
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REQUIRE(outputBufferHasRoom(*b, ItemType{"circuit_board"}, 1));
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REQUIRE_FALSE(outputBufferHasRoom(*b, ItemType{"iron_ingot"}, 1));
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REQUIRE_FALSE(b->production.has_value());
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REQUIRE(b->pendingInputCount(ItemType{"scrap"}) == 5);
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REQUIRE(getProductionStatus(f.cfg, *b) == ProductionStatus::Blocked);
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}
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TEST_CASE("BuildingSystem: reprocessing plant runs a second cycle while holding the first output",
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"[building]")
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{
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// Its buffers hold twice each outcome's amount (REQ-MAT-OUTPUT-BUFFER), so a held
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// result no longer stops the next cycle. The old one-item cap made this impossible:
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// whatever the first roll was, the plant stalled until that item left the building.
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PlacementFixture f(kFastBeltSpeed_tps);
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const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant,
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QPoint(0, 0), Rotation::East, 0).value();
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Tick tick = 0;
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runTicks(f.bs, f.cfg, f.state, f.belts, f.stock,
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static_cast<int>(secondsToTicks(25.0)) + 1, tick);
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// Two cycles' worth of scrap (5 each), which is exactly the input cap.
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f.belts.placeBelt(QPoint(-1, 0), Rotation::East);
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for (int i = 0; i < 10; ++i)
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{
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f.belts.tryPutItem(QPoint(-1, 0), makeItem("scrap"), Rotation::East);
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f.belts.tick();
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f.bs.tickBeltPull(f.state);
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}
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REQUIRE(findBuilding(f.state, id)->pendingInputCount(ItemType{"scrap"}) == 10);
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// No belt carries the output away, so the first cycle's result is still held.
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// reprocessing_cycle runs 3s; run through the completion tick.
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runTicks(f.bs, f.cfg, f.state, f.belts, f.stock,
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static_cast<int>(secondsToTicks(3.0)) + 1, tick);
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const Building* b = findBuilding(f.state, id);
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REQUIRE(b != nullptr);
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REQUIRE(b->getOutputItemCount() > 0);
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// Whichever outcome was rolled, every outcome still fits, so the second cycle is
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// already running rather than the plant sitting blocked.
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REQUIRE(b->production.has_value());
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REQUIRE(getProductionStatus(f.cfg, *b) == ProductionStatus::Producing);
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}
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TEST_CASE("BuildingSystem: one item's backlog does not block another item's cycle",
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"[building]")
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{
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// Per-item buffers, so a smelter holding iron ingots can still smelt copper
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// (REQ-MAT-OUTPUT-BUFFER). Under one shared capacity the iron would have blocked it.
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PlacementFixture f;
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Building smelter;
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smelter.type = BuildingType::Smelter;
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initAutoBuffers(f.cfg, smelter);
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// Copper ore in, and the iron_ingot buffer filled to its cap.
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smelter.inputBuffer.counts[ItemType{"copper_ore"}] =
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smelter.inputBuffer.caps.at(ItemType{"copper_ore"});
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const int ironCap = smelter.outputBuffer.caps.at(ItemType{"iron_ingot"});
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for (int i = 0; i < ironCap; ++i)
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{
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smelter.outputBuffer.items.push_back(makeItem("iron_ingot"));
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}
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REQUIRE_FALSE(outputBufferHasRoom(smelter, ItemType{"iron_ingot"}, 1));
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REQUIRE(outputBufferHasRoom(smelter, ItemType{"copper_ingot"}, 1));
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REQUIRE(canStartCycle(f.cfg, smelter));
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REQUIRE(getProductionStatus(f.cfg, smelter) == ProductionStatus::Producing);
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}
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TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then stalls",
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@@ -1561,8 +1679,8 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
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// A miner has no inputs, so its only idle reason is an output buffer with no
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// room for the next cycle's output.
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miner.production = std::nullopt;
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miner.outputBuffer.capacity = 2;
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miner.outputBuffer.items = { makeItem("iron_ore"), makeItem("iron_ore") };
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miner.outputBuffer.caps[ItemType{"iron_ore"}] = 2;
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miner.outputBuffer.items = { makeItem("iron_ore"), makeItem("iron_ore") };
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REQUIRE(statusOf(miner) == ProductionStatus::Blocked); // -> yellow
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// One item handed off: the next cycle fits again, so the idle tick between two
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@@ -1570,26 +1688,35 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
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miner.outputBuffer.items.pop_back();
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REQUIRE(statusOf(miner) == ProductionStatus::Producing); // -> green
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// An emerging item has not left the building, so it fills the freed slot and
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// An emerging item has not left the building, so it fills the freed room and
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// blocks the cycle again (REQ-MAT-OUTPUT-EMERGE).
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miner.emergingItems.push_back({ BeltItemSlot{ makeItem("iron_ore"), 0.5 } });
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REQUIRE(miner.getOutputItemCount() == 2);
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REQUIRE(miner.getOutputItemCount(ItemType{"iron_ore"}) == 2);
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REQUIRE(statusOf(miner) == ProductionStatus::Blocked); // -> yellow
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// Another item's backlog is measured against its own buffer, so it changes
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// nothing here (REQ-MAT-OUTPUT-BUFFER).
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miner.outputBuffer.caps[ItemType{"copper_ore"}] = 2;
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miner.outputBuffer.items.push_back(makeItem("copper_ore"));
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REQUIRE(statusOf(miner) == ProductionStatus::Blocked);
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miner.outputBuffer.items.clear();
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REQUIRE(statusOf(miner) == ProductionStatus::Producing);
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}
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SECTION("Assembler: starved, the transient between cycles, then blocked")
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{
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Building assembler; assembler.type = BuildingType::Assembler;
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assembler.recipeId = assemblerRecipe->id;
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// Sized the way the simulation sizes it (REQ-MAT-OUTPUT-BUFFER).
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initBuffers(assembler, *assemblerRecipe);
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const std::string outputItemId = assemblerRecipe->outputs.front().item;
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int cycleOutput = 0;
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for (const RecipeOutput& out : assemblerRecipe->outputs)
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{
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cycleOutput += out.amount;
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}
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REQUIRE(cycleOutput > 0);
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// The buffer the simulation would give it (REQ-MAT-OUTPUT-BUFFER).
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assembler.outputBuffer.capacity = 2 * cycleOutput;
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// Idle with inputs missing -> red.
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REQUIRE(statusOf(assembler) == ProductionStatus::Starved);
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@@ -1602,11 +1729,11 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
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}
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REQUIRE(statusOf(assembler) == ProductionStatus::Producing);
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// Filled to within less than one cycle's output of capacity: no cycle can start
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// -> yellow.
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// That item's own buffer filled to within less than one cycle's output of its
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// capacity: no cycle can start -> yellow.
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for (int i = 0; i < cycleOutput + 1; ++i)
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{
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assembler.outputBuffer.items.push_back(makeItem("x"));
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assembler.outputBuffer.items.push_back(makeItem(outputItemId));
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}
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REQUIRE(statusOf(assembler) == ProductionStatus::Blocked);
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@@ -1634,10 +1761,11 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
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{
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cycleOutput += out.amount;
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}
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const std::string outputItemId = multiOutputRecipe->outputs.front().item;
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Building assembler; assembler.type = BuildingType::Assembler;
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assembler.recipeId = multiOutputRecipe->id;
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assembler.outputBuffer.capacity = 2 * cycleOutput;
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assembler.recipeId = multiOutputRecipe->id;
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initBuffers(assembler, *multiOutputRecipe);
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for (const RecipeIngredient& ing : multiOutputRecipe->inputs)
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{
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assembler.inputBuffer.counts[ItemType{ing.item}] = ing.amount;
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@@ -1646,9 +1774,10 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
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// One item short of a full cycle's worth of free space.
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for (int i = 0; i < cycleOutput + 1; ++i)
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{
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assembler.outputBuffer.items.push_back(makeItem("x"));
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assembler.outputBuffer.items.push_back(makeItem(outputItemId));
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}
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REQUIRE(assembler.getOutputItemCount() < assembler.outputBuffer.capacity);
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REQUIRE(assembler.getOutputItemCount(ItemType{outputItemId})
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< assembler.outputBuffer.caps.at(ItemType{outputItemId}));
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REQUIRE(statusOf(assembler) == ProductionStatus::Blocked);
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// Exactly one cycle's worth of free space: the cycle fits again.
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@@ -1656,11 +1785,11 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
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REQUIRE(statusOf(assembler) == ProductionStatus::Producing);
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}
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SECTION("Reprocessing Plant: judged by the smallest output a roll could yield")
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SECTION("Reprocessing Plant: blocked once any possible roll has no room")
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{
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// The plant rolls one of its outputs per cycle (REQ-BLD-REPROCESSING) and the
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// roll belongs to the simulation, so the status can only say whether *some*
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// roll could start: it is blocked once not even the smallest output fits.
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// roll is committed at cycle start, so every outcome has to fit before it may
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// begin: one full buffer blocks it whatever room the others have (REQ-MAT-CYCLE).
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const RecipeDef* reprocessingRecipe = nullptr;
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for (const RecipeDef& r : f.cfg.recipes.recipes)
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{
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@@ -1671,50 +1800,31 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
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}
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}
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REQUIRE(reprocessingRecipe != nullptr);
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int smallestOutput = 0;
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int largestOutput = 0;
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for (const RecipeOutput& out : reprocessingRecipe->outputs)
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{
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if (smallestOutput == 0 || out.amount < smallestOutput)
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{
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smallestOutput = out.amount;
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}
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if (out.amount > largestOutput) { largestOutput = out.amount; }
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}
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REQUIRE(smallestOutput > 0);
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REQUIRE(reprocessingRecipe->outputs.size() >= 2);
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Building plant; plant.type = BuildingType::ReprocessingPlant;
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// One cycle's largest output, as initAutoBuffers sizes it
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// (REQ-MAT-OUTPUT-BUFFER-REPROCESSING).
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plant.outputBuffer.capacity = largestOutput;
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initBuffers(plant, *reprocessingRecipe);
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for (const RecipeIngredient& ing : reprocessingRecipe->inputs)
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{
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plant.inputBuffer.counts[ItemType{ing.item}] = ing.amount;
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}
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// Empty buffer: a roll fits -> green.
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// Every buffer empty: whatever the roll turns out to be, it fits -> green.
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REQUIRE(statusOf(plant) == ProductionStatus::Producing);
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// Room for the smallest output but not for the largest: some roll can still
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// start, so the plant is waiting on the roll rather than blocked.
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if (smallestOutput < largestOutput)
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// Fill one outcome's buffer and leave the rest untouched -> yellow, even though
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// the other outcomes still have room.
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const std::string firstItemId = reprocessingRecipe->outputs.front().item;
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const std::string lastItemId = reprocessingRecipe->outputs.back().item;
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for (int i = 0; i < plant.outputBuffer.caps.at(ItemType{firstItemId}); ++i)
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{
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plant.outputBuffer.items.push_back(makeItem("iron_ingot"));
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REQUIRE(plant.getOutputItemCount() + largestOutput
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> plant.outputBuffer.capacity);
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REQUIRE(statusOf(plant) == ProductionStatus::Producing);
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plant.outputBuffer.items.pop_back();
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}
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// Filled so that not even the smallest output fits -> yellow.
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for (int i = 0; i < largestOutput - smallestOutput + 1; ++i)
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{
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plant.outputBuffer.items.push_back(makeItem("iron_ingot"));
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plant.outputBuffer.items.push_back(makeItem(firstItemId));
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}
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REQUIRE(outputBufferHasRoom(plant, ItemType{lastItemId}, 1));
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REQUIRE_FALSE(outputBufferHasRoom(plant, ItemType{firstItemId}, 1));
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REQUIRE(statusOf(plant) == ProductionStatus::Blocked);
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// Without the scrap it is starved regardless of the buffer.
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// Without the scrap it is starved regardless of the buffers.
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plant.inputBuffer.counts.clear();
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REQUIRE(statusOf(plant) == ProductionStatus::Starved);
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}
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@@ -1741,7 +1851,7 @@ TEST_CASE("BuildingSystem: getProductionStatus classifies production state", "[b
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SECTION("Salvage Bay: red when empty, green when holding scrap")
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{
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Building bay; bay.type = BuildingType::SalvageBay;
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bay.outputBuffer.capacity = 20;
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bay.outputBuffer.caps[ItemType{"scrap"}] = 20;
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REQUIRE(statusOf(bay) == ProductionStatus::Starved); // empty -> red
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bay.outputBuffer.items = { makeItem("scrap") };
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