make deconstruction its own system

This commit is contained in:
2026-08-05 07:10:46 +02:00
parent 1f4503176b
commit 60260540cd
8 changed files with 154 additions and 102 deletions

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@@ -0,0 +1,36 @@
#pragma once
#include <functional>
#include "FactoryState.h"
#include "GameConfig.h"
#include "Tick.h"
// The queue timer for pending demolitions (REQ-BLD-DECON-QUEUE): one building at a
// time, in parallel with construction. When the front entry's timer elapses the
// building is removed from the world, its tiles are released, and its partial refund
// is credited.
//
// It needs no BeltSystem: a belt, splitter or tunnel end is unregistered the moment
// it is queued (see BuildingSystem::deconstruct), not when the timer completes.
//
// Holds the config and the refund sink; the world arrives per tick.
class DeconstructionSystem
{
public:
DeconstructionSystem(const GameConfig& config,
std::function<void(int)> addBuildingBlocks)
: m_config(config), m_addBuildingBlocks(std::move(addBuildingBlocks)) {}
void tick(FactoryState& state, Tick currentTick);
private:
const GameConfig& m_config;
std::function<void(int)> m_addBuildingBlocks;
};
// Starts the timer on the front entry of the deconstruction queue, if it has one and
// it has not started yet. Shared: BuildingSystem::deconstruct starts the timer when it
// queues the first entry, and DeconstructionSystem restarts it after each completion.
void startFrontDeconstruction(FactoryState& state, const GameConfig& config,
Tick currentTick);