make deconstruction its own system
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67
src/lib/sim/DeconstructionSystem.cpp
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67
src/lib/sim/DeconstructionSystem.cpp
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#include "DeconstructionSystem.h"
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#include <vector>
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#include "Building.h"
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#include "tracing.h"
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void startFrontDeconstruction(FactoryState& state, const GameConfig& config,
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Tick currentTick)
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{
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if (state.deconstructionQueue.empty()) { return; }
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DeconstructionEntry& front = state.deconstructionQueue.front();
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if (front.completesAt == 0)
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{
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front.completesAt =
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currentTick + secondsToTicks(config.world.deconstructionTimeSeconds);
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}
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}
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void DeconstructionSystem::tick(FactoryState& state, Tick currentTick)
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{
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TRACE();
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if (state.deconstructionQueue.empty())
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{
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return;
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}
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DeconstructionEntry& front = state.deconstructionQueue.front();
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// Guard: if the front entry's timer was never started, start it now.
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if (front.completesAt == 0)
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{
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startFrontDeconstruction(state, m_config, currentTick);
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return;
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}
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if (currentTick < front.completesAt)
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{
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return;
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}
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// Remove the building from the world and credit its refund (REQ-BLD-DECONSTRUCT).
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// Belt/tunnel/splitter tiles were already unregistered when the building was
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// queued (see deconstruct), so only tile occupancy and the record remain.
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for (std::vector<Building>::iterator it = state.buildings.begin();
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it != state.buildings.end();
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++it)
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{
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if (it->id != front.id) { continue; }
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const BuildingDef* def = m_config.buildings.findBuildingDef(it->type);
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state.grid.release(it->bodyCells);
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state.buildings.erase(it);
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if (def)
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{
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m_addBuildingBlocks(def->cost * m_config.world.refundPercentage / 100);
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}
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break;
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}
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state.deconstructionQueue.pop_front();
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// Start the next queued deconstruction, if any.
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startFrontDeconstruction(state, m_config, currentTick);
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}
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