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

View File

@@ -2,6 +2,7 @@
#include "FactoryQueries.h"
#include "ConstructionSystem.h"
#include "DeconstructionSystem.h"
#include "PlacementRules.h"
#include <algorithm>
@@ -125,6 +126,8 @@ void Simulation::initializeSubsystems()
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
m_rng);
m_constructionSystem = std::make_unique<ConstructionSystem>(m_config);
m_deconstructionSystem = std::make_unique<DeconstructionSystem>(
m_config, [this](int amount) { m_buildingBlocksStock += amount; });
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
m_aiSystem = std::make_unique<AiSystem>(m_config);
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
@@ -246,7 +249,7 @@ void Simulation::tick()
// Construction + production pipeline
m_constructionSystem->tick(m_factoryState, m_beltSystem, m_currentTick);
m_buildingSystem->tickDeconstruction(m_factoryState, m_currentTick); // parallel to construction
m_deconstructionSystem->tick(m_factoryState, m_currentTick); // parallel to construction
m_buildingSystem->tickBeltPull(m_factoryState); // step 3
m_buildingSystem->tickProduction(m_factoryState, m_currentTick); // step 4
m_buildingSystem->tickShipyardProduction(m_factoryState, m_currentTick); // step 4b