fix bug where buildings could not output directly on splitters
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@@ -199,7 +199,7 @@ void BeltSystem::reevaluateTunnelPairing()
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// Port interface
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// ---------------------------------------------------------------------------
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bool BeltSystem::tryPutItem(QPoint tile, Item item)
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bool BeltSystem::tryPutItem(QPoint tile, Item item, Rotation fromDir)
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{
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const std::map<std::pair<int, int>, BeltTile>::iterator bIt = m_belts.find(key(tile));
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if (bIt != m_belts.end())
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@@ -207,6 +207,19 @@ bool BeltSystem::tryPutItem(QPoint tile, Item item)
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return tryPlaceOnBelt(tile, item);
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}
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const std::map<std::pair<int, int>, SplitterTile>::iterator splIt =
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m_splitters.find(key(tile));
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if (splIt != m_splitters.end())
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{
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if (!splIt->second.back)
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{
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splIt->second.back = BeltItemSlot{item, 0.0};
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splIt->second.backDir = fromDir;
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return true;
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}
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return false;
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}
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const std::map<std::pair<int, int>, TunnelEntryTile>::iterator teIt =
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m_tunnelEntries.find(key(tile));
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if (teIt != m_tunnelEntries.end())
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@@ -72,8 +72,9 @@ public:
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// port.direction = direction items flow on that tile
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//
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// tryPutItem: place item onto tile.
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// Returns false if the tile is not a belt, or tile full.
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bool tryPutItem(QPoint tile, Item item);
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// Returns false if the tile is not a belt/splitter, or tile full.
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// fromDir: travel direction of the item (used for splitter animation).
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bool tryPutItem(QPoint tile, Item item, Rotation fromDir = Rotation::West);
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// tryTakeItem: remove and return the leading item from port.tile.
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// Returns nullopt if tile is not a belt, direction mismatches, or tile empty.
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@@ -713,7 +713,7 @@ void BuildingSystem::tickBeltPush()
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break;
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}
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const Item item = building.outputBuffer.items.front();
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if (m_belts.tryPutItem(outputPort.tile, item))
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if (m_belts.tryPutItem(outputPort.tile, item, outputPort.direction))
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{
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building.outputBuffer.items.erase(building.outputBuffer.items.begin());
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}
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@@ -629,6 +629,24 @@ TEST_CASE("BeltSystem: splitter accepts new items after building pulls from fron
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REQUIRE(bs.peekItem(Port{tileSpl, Rotation::South}).has_value());
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}
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TEST_CASE("BeltSystem: tryPutItem succeeds directly on a splitter tile", "[belt]")
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{
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// Regression: buildings outputting onto a splitter tile were silently dropped
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// because tryPutItem had no splitter case and returned false.
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BeltSystem bs(kFastBeltSpeed);
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const QPoint tileSpl(0, 0);
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bs.placeSplitter(tileSpl, Rotation::North, Rotation::South);
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REQUIRE(bs.tryPutItem(tileSpl, makeItem("iron_ore"), Rotation::East));
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// Item should arrive at one of the output fronts after the splitter ticks through.
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bs.tick(); // back advances to 0.5, routes to frontA
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bs.tick(); // frontA reaches 1.0
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REQUIRE(bs.peekItem(Port{tileSpl, Rotation::North}).has_value());
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}
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TEST_CASE("BeltSystem: splitter alternates between two unregistered outputs (building inputs)", "[belt]")
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{
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BeltSystem bs(kFastBeltSpeed);
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