add findShipDef/findModuleDef/findRecipeDef to config structs and re-use them in the rest of the code base
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@@ -59,4 +59,18 @@ struct ModuleDef
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struct ModulesConfig
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{
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std::vector<ModuleDef> modules;
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// Returns the definition for the given module id, or nullptr if the id has
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// no entry in modules.toml.
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const ModuleDef* findModuleDef(const std::string& id) const
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{
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for (const ModuleDef& def : modules)
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{
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if (def.id == id)
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{
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return &def;
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}
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}
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return nullptr;
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}
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};
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@@ -47,4 +47,32 @@ struct RecipeDef
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struct RecipesConfig
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{
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std::vector<RecipeDef> recipes;
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// Returns the definition for the given recipe id, or nullptr if the id has
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// no entry in recipes.toml.
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const RecipeDef* findRecipeDef(const std::string& id) const
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{
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for (const RecipeDef& recipe : recipes)
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{
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if (recipe.id == id)
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{
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return &recipe;
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}
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}
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return nullptr;
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}
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// Same, but additionally requires the recipe to belong to the given building
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// type — recipe ids are only unique per building type.
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const RecipeDef* findRecipeDef(const std::string& id, BuildingType building) const
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{
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for (const RecipeDef& recipe : recipes)
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{
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if (recipe.id == id && recipe.building == building)
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{
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return &recipe;
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}
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}
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return nullptr;
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}
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};
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@@ -49,4 +49,18 @@ struct ShipDef
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struct ShipsConfig
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{
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std::vector<ShipDef> ships;
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// Returns the definition for the given ship schematic id, or nullptr if the
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// id has no entry in ships.toml.
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const ShipDef* findShipDef(const std::string& id) const
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{
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for (const ShipDef& def : ships)
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{
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if (def.id == id)
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{
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return &def;
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}
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}
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return nullptr;
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}
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};
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@@ -41,35 +41,11 @@ ShipSystem::ShipSystem(const GameConfig& config, EntityAdmin& admin)
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{
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}
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const ShipDef* ShipSystem::findShipDef(const std::string& schematicId) const
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{
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for (const ShipDef& def : m_config.ships.ships)
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{
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if (def.id == schematicId)
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{
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return &def;
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}
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}
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return nullptr;
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}
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const ModuleDef* ShipSystem::findModuleDef(const std::string& id) const
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{
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for (const ModuleDef& def : m_config.modules.modules)
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{
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if (def.id == id)
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{
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return &def;
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}
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}
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return nullptr;
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}
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entt::entity ShipSystem::spawn(const std::string& schematicId,
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QVector2D position, bool isEnemy,
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const std::optional<ShipLayoutConfig>& layout)
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{
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const ShipDef* def = findShipDef(schematicId);
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const ShipDef* def = m_config.ships.findShipDef(schematicId);
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assert(def != nullptr);
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const float tickRate = static_cast<float>(kTickRateHz);
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@@ -116,7 +92,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId,
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for (const PlacedModule& pm : modules)
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{
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const ModuleDef* modDef = findModuleDef(pm.moduleId);
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const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
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if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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if (modDef->weaponCapability)
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@@ -184,7 +160,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId,
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for (const PlacedModule& pm : modules)
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{
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const ModuleDef* modDef = findModuleDef(pm.moduleId);
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const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
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if (!modDef) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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for (const ModuleStatModifier& sm : modDef->statModifiers)
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@@ -38,9 +38,6 @@ public:
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void setRetreatEnabled(bool enabled);
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private:
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const ShipDef* findShipDef(const std::string& schematicId) const;
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const ModuleDef* findModuleDef(const std::string& id) const;
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const GameConfig& m_config;
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EntityAdmin& m_admin;
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QVector2D m_rallyPoint;
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@@ -107,43 +107,6 @@ const BuildingDef* BuildingSystem::findBuildingDef(BuildingType type) const
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return nullptr;
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}
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const RecipeDef* BuildingSystem::findRecipe(const std::string& id,
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BuildingType type) const
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{
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for (const RecipeDef& recipe : m_config.recipes.recipes)
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{
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if (recipe.id == id && recipe.building == type)
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{
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return &recipe;
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}
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}
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return nullptr;
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}
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const ShipDef* BuildingSystem::findShipDef(const std::string& id) const
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{
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for (const ShipDef& def : m_config.ships.ships)
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{
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if (def.id == id)
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{
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return &def;
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}
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}
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return nullptr;
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}
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const ModuleDef* BuildingSystem::findModuleDef(const std::string& id) const
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{
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for (const ModuleDef& def : m_config.modules.modules)
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{
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if (def.id == id)
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{
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return &def;
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}
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}
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return nullptr;
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}
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void BuildingSystem::initBuffers(Building& b, const RecipeDef& recipe) const
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{
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b.inputBuffer.counts.clear();
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@@ -237,7 +200,7 @@ void BuildingSystem::initShipyardBuffers(Building& b) const
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b.inputBuffer.caps.clear();
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b.outputBuffer.items.clear();
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b.outputBuffer.capacity = 0;
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const ShipDef* def = findShipDef(b.recipeId);
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const ShipDef* def = m_config.ships.findShipDef(b.recipeId);
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if (!def)
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{
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return;
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@@ -252,7 +215,7 @@ void BuildingSystem::initShipyardBuffers(Building& b) const
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{
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for (const PlacedModule& pm : b.shipLayout->placedModules)
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{
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const ModuleDef* modDef = findModuleDef(pm.moduleId);
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const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
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if (!modDef)
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{
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continue;
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@@ -646,7 +609,7 @@ void BuildingSystem::setRecipe(BuildingId id, const std::string& recipeId)
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}
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else
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{
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const RecipeDef* recipe = findRecipe(recipeId, building.type);
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const RecipeDef* recipe = m_config.recipes.findRecipeDef(recipeId, building.type);
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if (recipe)
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{
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initBuffers(building, *recipe);
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@@ -809,7 +772,7 @@ void BuildingSystem::tickConstruction(Tick currentTick)
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}
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else
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{
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const RecipeDef* recipe = findRecipe(building.recipeId, building.type);
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const RecipeDef* recipe = m_config.recipes.findRecipeDef(building.recipeId, building.type);
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if (recipe)
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{
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initBuffers(building, *recipe);
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@@ -1187,7 +1150,7 @@ void BuildingSystem::tickShipyardProduction(Tick currentTick)
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{
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continue;
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}
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const ShipDef* shipDef = findShipDef(building.recipeId);
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const ShipDef* shipDef = m_config.ships.findShipDef(building.recipeId);
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if (!shipDef)
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{
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continue;
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@@ -1252,7 +1215,7 @@ void BuildingSystem::tickShipyardProduction(Tick currentTick)
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{
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for (const PlacedModule& pm : building.shipLayout->placedModules)
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{
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const ModuleDef* modDef = findModuleDef(pm.moduleId);
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const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
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if (modDef)
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{
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totalTime += modDef->productionTimeSeconds;
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@@ -1466,7 +1429,7 @@ BuildingSystem::gatherCandidateRecipes(const Building& b) const
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}
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else
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{
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const RecipeDef* recipe = findRecipe(b.recipeId, b.type);
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const RecipeDef* recipe = m_config.recipes.findRecipeDef(b.recipeId, b.type);
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if (recipe)
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{
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candidates.push_back(recipe);
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@@ -1495,7 +1458,7 @@ std::map<std::string, int>
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BuildingSystem::computeShipyardRequiredMaterials(const Building& b) const
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{
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std::map<std::string, int> requiredMaterials;
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const ShipDef* shipDef = findShipDef(b.recipeId);
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const ShipDef* shipDef = m_config.ships.findShipDef(b.recipeId);
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if (!shipDef)
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{
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return requiredMaterials;
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@@ -1508,7 +1471,7 @@ BuildingSystem::computeShipyardRequiredMaterials(const Building& b) const
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{
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for (const PlacedModule& pm : b.shipLayout->placedModules)
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{
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const ModuleDef* modDef = findModuleDef(pm.moduleId);
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const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
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if (!modDef)
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{
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continue;
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@@ -268,9 +268,6 @@ private:
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bool hasInputsToStart(const Building& b) const;
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const BuildingDef* findBuildingDef(BuildingType type) const;
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const RecipeDef* findRecipe(const std::string& id, BuildingType type) const;
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const ShipDef* findShipDef(const std::string& id) const;
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const ModuleDef* findModuleDef(const std::string& id) const;
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void initBuffers(Building& b, const RecipeDef& recipe) const;
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// Buffers for an auto-recipe building (Smelter, Reprocessing Plant): input
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// caps span the union of every recipe of the building's type; no player
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@@ -21,22 +21,9 @@ ShipStats calculateShipStats(const GameConfig& config,
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{
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ShipStats result{};
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const ShipDef* shipDef = nullptr;
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for (const ShipDef& d : config.ships.ships)
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{
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if (d.id == shipId) { shipDef = &d; break; }
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}
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const ShipDef* shipDef = config.ships.findShipDef(shipId);
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if (!shipDef) { return result; }
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auto findModuleDef = [&](const std::string& id) -> const ModuleDef*
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{
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for (const ModuleDef& d : config.modules.modules)
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{
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if (d.id == id) { return &d; }
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}
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return nullptr;
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};
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const double tileSize = config.world.tileSize_m;
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// --- Base hull stats (convert from SI to display units) ------------------
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@@ -67,7 +54,7 @@ ShipStats calculateShipStats(const GameConfig& config,
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for (const PlacedModule& pm : modules)
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{
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const ModuleDef* def = findModuleDef(pm.moduleId);
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const ModuleDef* def = config.modules.findModuleDef(pm.moduleId);
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if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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if (def->weaponCapability)
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@@ -107,7 +94,7 @@ ShipStats calculateShipStats(const GameConfig& config,
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for (const PlacedModule& pm : modules)
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{
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const ModuleDef* def = findModuleDef(pm.moduleId);
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const ModuleDef* def = config.modules.findModuleDef(pm.moduleId);
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if (!def) { throw std::runtime_error("unknown module id '" + pm.moduleId + "'"); }
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for (const ModuleStatModifier& sm : def->statModifiers)
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@@ -335,15 +335,7 @@ double calculateShipThreatCost(const ThreatCostTable& table,
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const std::string& shipId,
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const std::vector<PlacedModule>& modules)
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{
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const ShipDef* shipDef = nullptr;
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for (const ShipDef& d : config.ships.ships)
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{
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if (d.id == shipId)
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{
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shipDef = &d;
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break;
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}
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}
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const ShipDef* shipDef = config.ships.findShipDef(shipId);
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if (shipDef == nullptr)
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{
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return 0.0;
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@@ -357,15 +349,7 @@ double calculateShipThreatCost(const ThreatCostTable& table,
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// Add module production times and material threats.
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for (const PlacedModule& pm : modules)
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{
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const ModuleDef* moduleDef = nullptr;
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for (const ModuleDef& d : config.modules.modules)
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{
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if (d.id == pm.moduleId)
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{
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moduleDef = &d;
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break;
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}
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}
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const ModuleDef* moduleDef = config.modules.findModuleDef(pm.moduleId);
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if (moduleDef == nullptr)
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{
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continue;
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