Animate items emerging from building output ports

This commit is contained in:
2026-07-14 20:18:47 +02:00
parent af8a2224c0
commit 6a8c456aa1
13 changed files with 282 additions and 122 deletions

View File

@@ -12,6 +12,7 @@
#include "BuildingId.h"
#include "entt/entity/entity.hpp"
#include "BeltSlot.h"
#include "Item.h"
#include "ItemType.h"
#include "Port.h"
@@ -75,6 +76,26 @@ struct Building
OutputBuffer outputBuffer;
std::optional<Production> production;
// Items currently emerging from each output port on its virtual output belt
// (REQ-MAT-OUTPUT-EMERGE); one lane per output port, parallel to outputPorts.
// Each lane holds slots at progress [0.5, 1.0], front (highest progress) first.
// An emerging item still counts as residing in the output buffer until it hands
// off onto a real belt at progress 1.0.
std::vector<std::vector<BeltItemSlot>> emergingItems;
// Total items held on the output side: buffered plus still-emerging. The
// output-buffer capacity rule (REQ-MAT-OUTPUT-BUFFER) counts emerging items,
// since they have not yet left the building.
int outputItemCount() const
{
int count = static_cast<int>(outputBuffer.items.size());
for (const std::vector<BeltItemSlot>& lane : emergingItems)
{
count += static_cast<int>(lane.size());
}
return count;
}
// Pre-computed from surface mask at placement; in absolute world coordinates.
std::vector<QPoint> bodyCells;
std::vector<Port> outputPorts;