migrate every factory query off BuildingSystem onto the free functions
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@@ -94,7 +94,6 @@ public:
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void cancelDeconstruction(BuildingId id);
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// True if the building is currently in the deconstruction queue.
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bool isQueuedForDeconstruction(BuildingId id) const;
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// Set the recipe (or schematic id for shipyard) on a building or queued
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// construction site. Clears both buffers on an operational building.
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@@ -140,18 +139,12 @@ public:
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Rotation directionB; // Splitter: second output; Belt: same as directionA
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};
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const Building* findBuilding(BuildingId id) const;
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const ConstructionSite* findSite(BuildingId id) const;
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std::vector<Building> getAllBuildings() const;
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std::vector<ConstructionSite> getAllSites() const;
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// REQ-UI-DEBUG-OVERLAY "Max Factory Production": count of completed
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// (operational) Miner/Smelter/Assembler/ReprocessingPlant/Shipyard buildings.
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int getProductionBuildingCount() const;
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// REQ-UI-DEBUG-OVERLAY "Current Factory Production": subset of the above
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// that currently has an active production cycle.
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int getActiveProductionBuildingCount() const;
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// Production state for the UI status light (REQ-UI-STATUS-LIGHT). Returns
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// nullopt for building types that show no light (belts, splitters, tunnels,
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@@ -159,7 +152,6 @@ public:
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// Producing while its output buffer holds scrap, Starved when empty.
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std::optional<ProductionStatus> getProductionStatus(const Building& building) const;
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std::vector<BeltTileInfo> getAllBeltTiles() const;
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bool isTileOccupied(QPoint tile) const;
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// Visits every item currently emerging from a building output port on its
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// virtual output belt (REQ-MAT-OUTPUT-EMERGE), passing the item type and its
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@@ -186,8 +178,6 @@ public:
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// currently on the tile are discarded by BeltSystem::removeTile).
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void rotateInPlace(BuildingId id, Rotation newRotation);
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// Find nearest operational building of the given type; nullptr if none.
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const Building* findNearestBuilding(QVector2D worldPos, BuildingType type) const;
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// Input-capable adjacent tiles for a building or construction site
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// (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS): each returned Port.tile is the
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@@ -201,7 +191,6 @@ public:
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// Place one "scrap" item into a SalvageBay's output buffer.
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// Returns false if bay not found, wrong type, or output buffer is full.
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bool deliverScrapToSalvageBay(BuildingId bayId);
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// Bypass the construction queue and create a fully-operational Building
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// immediately. Used for pre-placed structures (HQ, defence stations).
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@@ -234,7 +223,6 @@ private:
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const std::vector<ItemType>& splitterFilterA,
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const std::vector<ItemType>& splitterFilterB);
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Building* findBuildingMutable(BuildingId id);
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// True if the consumer would accept `type` at the given input port right now:
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// it is a required input (or a building block for the HQ), the reservation-aware
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// buffer has room, and the input belt entry is free (REQ-MAT-INPUT-INTAKE).
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