hand BuildingSystem the belts per call, as its siblings get them
The last system holding a piece of the world as a member. ConstructionSystem and ProductionSystem take the transport layer as a tick argument; BuildingSystem kept a BeltSystem& from construction, so the same object arrived two different ways depending on which system you were reading. Three methods need it -- deconstruct, cancelDeconstruction and rotateInPlace, all of which register or unregister a belt tile -- and they now take it after the state, in the argument order the other systems use. The constructor is down to the config alone. CombatSystemTest's fixture kept a BeltSystem only to pass it here, so that goes too. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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@@ -36,7 +36,7 @@
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class BuildingSystem
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{
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public:
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BuildingSystem(const GameConfig& config, BeltSystem& belts);
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explicit BuildingSystem(const GameConfig& config);
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// -- Placement / deconstruct ------------------------------------------------
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// Returns the new entity id, or nullopt if the placement falls outside the
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@@ -60,13 +60,14 @@ public:
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// queue (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is
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// credited later, on completion, by DeconstructionSystem. No-op for unknown ids and
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// for a building already queued.
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void deconstruct(FactoryState& state, BuildingId id, Tick currentTick);
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void deconstruct(FactoryState& state, BeltSystem& belts, BuildingId id,
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Tick currentTick);
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// Take a building back out of the deconstruction queue before it is removed
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// (REQ-BLD-DECON-QUEUE). Clears its queued flag and resumes operation
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// (re-registering belt/tunnel/splitter tiles); discards deconstruction
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// progress and credits no refund. No-op if the id is not queued.
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void cancelDeconstruction(FactoryState& state, BuildingId id);
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void cancelDeconstruction(FactoryState& state, BeltSystem& belts, BuildingId id);
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// Set the recipe (or schematic id for shipyard) on a building or queued
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// construction site. Clears both buffers on an operational building.
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@@ -99,7 +100,8 @@ public:
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// Rotate an existing building or construction site to newRotation in place.
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// For belt-type operational buildings, re-registers with BeltSystem (items
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// currently on the tile are discarded by BeltSystem::removeTile).
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void rotateInPlace(FactoryState& state, BuildingId id, Rotation newRotation);
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void rotateInPlace(FactoryState& state, BeltSystem& belts, BuildingId id,
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Rotation newRotation);
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// Register / unregister tile occupancy for ECS station entities.
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void registerTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
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@@ -116,11 +118,9 @@ public:
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void forEachBuilding(FactoryState& state, std::function<void(Building&)> fn);
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private:
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// No world data here: the factory arrives per call (FactoryState.h). The config says
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// what a building costs, occupies and can run; the belts are what a placed, rotated or
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// demolished belt tile must be registered with and unregistered from. Nothing else --
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// no RNG and no callbacks, those having gone to ProductionSystem with the material
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// flow that needed them.
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// The config alone: what a building costs, occupies and can run. No world data --
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// the factory and the transport layer both arrive per call, as they do for
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// ConstructionSystem and ProductionSystem (FactoryState.h) -- and no RNG or callbacks,
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// those having gone to ProductionSystem with the material flow that needed them.
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const GameConfig& m_config;
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BeltSystem& m_belts;
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};
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