Animate items emerging from building output ports
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@@ -10,6 +10,7 @@
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#include <vector>
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#include <QPoint>
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#include <QPointF>
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#include <QVector2D>
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#include "BeltSystem.h"
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@@ -94,7 +95,10 @@ public:
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void tickBeltPull();
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void tickProduction(Tick currentTick);
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void tickShipyardProduction(Tick currentTick);
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void tickBeltPush();
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// Advances each building's virtual output belts, hands finished items off onto
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// the adjacent real belt, and feeds new buffered items into them
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// (REQ-MAT-OUTPUT-EMERGE).
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void tickOutputBelts();
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// -- Queries -------------------------------------------------------------
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struct BeltTileInfo
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@@ -121,6 +125,13 @@ public:
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std::vector<BeltTileInfo> allBeltTiles() 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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// world-space centre (in tile units). Least-progressed first (drawn bottom) so
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// callers can paint in visit order (REQ-GW-TILE-SIZE ordering).
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void forEachEmergingItem(
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const std::function<void(const ItemType&, QPointF)>& visit) const;
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// Returns the entity id of the building or construction site whose footprint
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// exactly coincides with the ghost (type, anchor, rot) and is of the same
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// building type. Returns nullopt otherwise.
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