fix bug where buildings could not output directly on splitters

This commit is contained in:
2026-04-27 21:38:11 +02:00
parent ed6b503767
commit 559dde96cf
4 changed files with 36 additions and 4 deletions

View File

@@ -199,7 +199,7 @@ void BeltSystem::reevaluateTunnelPairing()
// Port interface // Port interface
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
bool BeltSystem::tryPutItem(QPoint tile, Item item) bool BeltSystem::tryPutItem(QPoint tile, Item item, Rotation fromDir)
{ {
const std::map<std::pair<int, int>, BeltTile>::iterator bIt = m_belts.find(key(tile)); const std::map<std::pair<int, int>, BeltTile>::iterator bIt = m_belts.find(key(tile));
if (bIt != m_belts.end()) if (bIt != m_belts.end())
@@ -207,6 +207,19 @@ bool BeltSystem::tryPutItem(QPoint tile, Item item)
return tryPlaceOnBelt(tile, item); return tryPlaceOnBelt(tile, item);
} }
const std::map<std::pair<int, int>, SplitterTile>::iterator splIt =
m_splitters.find(key(tile));
if (splIt != m_splitters.end())
{
if (!splIt->second.back)
{
splIt->second.back = BeltItemSlot{item, 0.0};
splIt->second.backDir = fromDir;
return true;
}
return false;
}
const std::map<std::pair<int, int>, TunnelEntryTile>::iterator teIt = const std::map<std::pair<int, int>, TunnelEntryTile>::iterator teIt =
m_tunnelEntries.find(key(tile)); m_tunnelEntries.find(key(tile));
if (teIt != m_tunnelEntries.end()) if (teIt != m_tunnelEntries.end())

View File

@@ -72,8 +72,9 @@ public:
// port.direction = direction items flow on that tile // port.direction = direction items flow on that tile
// //
// tryPutItem: place item onto tile. // tryPutItem: place item onto tile.
// Returns false if the tile is not a belt, or tile full. // Returns false if the tile is not a belt/splitter, or tile full.
bool tryPutItem(QPoint tile, Item item); // fromDir: travel direction of the item (used for splitter animation).
bool tryPutItem(QPoint tile, Item item, Rotation fromDir = Rotation::West);
// tryTakeItem: remove and return the leading item from port.tile. // tryTakeItem: remove and return the leading item from port.tile.
// Returns nullopt if tile is not a belt, direction mismatches, or tile empty. // Returns nullopt if tile is not a belt, direction mismatches, or tile empty.

View File

@@ -713,7 +713,7 @@ void BuildingSystem::tickBeltPush()
break; break;
} }
const Item item = building.outputBuffer.items.front(); const Item item = building.outputBuffer.items.front();
if (m_belts.tryPutItem(outputPort.tile, item)) if (m_belts.tryPutItem(outputPort.tile, item, outputPort.direction))
{ {
building.outputBuffer.items.erase(building.outputBuffer.items.begin()); building.outputBuffer.items.erase(building.outputBuffer.items.begin());
} }

View File

@@ -629,6 +629,24 @@ TEST_CASE("BeltSystem: splitter accepts new items after building pulls from fron
REQUIRE(bs.peekItem(Port{tileSpl, Rotation::South}).has_value()); REQUIRE(bs.peekItem(Port{tileSpl, Rotation::South}).has_value());
} }
TEST_CASE("BeltSystem: tryPutItem succeeds directly on a splitter tile", "[belt]")
{
// Regression: buildings outputting onto a splitter tile were silently dropped
// because tryPutItem had no splitter case and returned false.
BeltSystem bs(kFastBeltSpeed);
const QPoint tileSpl(0, 0);
bs.placeSplitter(tileSpl, Rotation::North, Rotation::South);
REQUIRE(bs.tryPutItem(tileSpl, makeItem("iron_ore"), Rotation::East));
// Item should arrive at one of the output fronts after the splitter ticks through.
bs.tick(); // back advances to 0.5, routes to frontA
bs.tick(); // frontA reaches 1.0
REQUIRE(bs.peekItem(Port{tileSpl, Rotation::North}).has_value());
}
TEST_CASE("BeltSystem: splitter alternates between two unregistered outputs (building inputs)", "[belt]") TEST_CASE("BeltSystem: splitter alternates between two unregistered outputs (building inputs)", "[belt]")
{ {
BeltSystem bs(kFastBeltSpeed); BeltSystem bs(kFastBeltSpeed);