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
This commit is contained in:
2026-08-20 10:48:57 +02:00
parent 19137aaeec
commit 75c049fa67
7 changed files with 47 additions and 47 deletions

View File

@@ -49,7 +49,7 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
// No ProductionSystem here: the arena stages ships directly and never runs a // No ProductionSystem here: the arena stages ships directly and never runs a
// factory, so nothing ticks material flow (ProductionSystem.h). // factory, so nothing ticks material flow (ProductionSystem.h).
m_buildingSystem = std::make_unique<BuildingSystem>(m_gameConfig, m_beltSystem); m_buildingSystem = std::make_unique<BuildingSystem>(m_gameConfig);
m_shipSystem = std::make_unique<ShipSystem>(m_gameConfig, m_admin); m_shipSystem = std::make_unique<ShipSystem>(m_gameConfig, m_admin);
// Arena fights are symmetric and aggressive: player-faction ships must not // Arena fights are symmetric and aggressive: player-faction ships must not

View File

@@ -10,9 +10,8 @@
#include "SurfaceMask.h" #include "SurfaceMask.h"
BuildingSystem::BuildingSystem(const GameConfig& config, BeltSystem& belts) BuildingSystem::BuildingSystem(const GameConfig& config)
: m_config(config) : m_config(config)
, m_belts(belts)
{ {
} }
@@ -75,7 +74,8 @@ std::optional<BuildingId> BuildingSystem::place(FactoryState& state, BuildingTyp
// Deconstruct // Deconstruct
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
void BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick currentTick) void BuildingSystem::deconstruct(FactoryState& state, BeltSystem& belts, BuildingId id,
Tick currentTick)
{ {
// Construction site? Removed instantly with the full refund; never queued // Construction site? Removed instantly with the full refund; never queued
// for deconstruction (REQ-BLD-DECONSTRUCT). // for deconstruction (REQ-BLD-DECONSTRUCT).
@@ -116,7 +116,7 @@ void BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick curren
if (building.type == BuildingType::Splitter) if (building.type == BuildingType::Splitter)
{ {
if (const std::optional<BeltSystem::SplitterInfo> info = if (const std::optional<BeltSystem::SplitterInfo> info =
m_belts.getSplitterInfo(building.anchor)) belts.getSplitterInfo(building.anchor))
{ {
entry.splitterFilterA = info->filterA; entry.splitterFilterA = info->filterA;
entry.splitterFilterB = info->filterB; entry.splitterFilterB = info->filterB;
@@ -124,7 +124,7 @@ void BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick curren
} }
if (isBeltSubsystemType(building.type)) if (isBeltSubsystemType(building.type))
{ {
m_belts.removeTile(building.anchor); belts.removeTile(building.anchor);
} }
const bool wasEmpty = state.deconstructionQueue.empty(); const bool wasEmpty = state.deconstructionQueue.empty();
@@ -274,7 +274,8 @@ void BuildingSystem::setSiteSplitterFilters(FactoryState& state, BuildingId id,
// Tick hooks // Tick hooks
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
void BuildingSystem::cancelDeconstruction(FactoryState& state, BuildingId id) void BuildingSystem::cancelDeconstruction(FactoryState& state, BeltSystem& belts,
BuildingId id)
{ {
for (std::deque<DeconstructionEntry>::iterator it = state.deconstructionQueue.begin(); for (std::deque<DeconstructionEntry>::iterator it = state.deconstructionQueue.begin();
it != state.deconstructionQueue.end(); it != state.deconstructionQueue.end();
@@ -288,7 +289,7 @@ void BuildingSystem::cancelDeconstruction(FactoryState& state, BuildingId id)
if (Building* building = findBuilding(state, id)) if (Building* building = findBuilding(state, id))
{ {
building->queuedForDeconstruction = false; building->queuedForDeconstruction = false;
reregisterBeltTile(m_belts, m_config, *building, it->splitterFilterA, it->splitterFilterB); reregisterBeltTile(belts, m_config, *building, it->splitterFilterA, it->splitterFilterB);
} }
state.deconstructionQueue.erase(it); state.deconstructionQueue.erase(it);
@@ -298,7 +299,8 @@ void BuildingSystem::cancelDeconstruction(FactoryState& state, BuildingId id)
} }
} }
void BuildingSystem::rotateInPlace(FactoryState& state, BuildingId id, Rotation newRotation) void BuildingSystem::rotateInPlace(FactoryState& state, BeltSystem& belts, BuildingId id,
Rotation newRotation)
{ {
// Construction site path — just update rotation; no ports to recompute. // Construction site path — just update rotation; no ports to recompute.
for (ConstructionSite& site : state.constructionQueue) for (ConstructionSite& site : state.constructionQueue)
@@ -348,15 +350,15 @@ void BuildingSystem::rotateInPlace(FactoryState& state, BuildingId id, Rotation
if (b.type == BuildingType::Splitter) if (b.type == BuildingType::Splitter)
{ {
if (const std::optional<BeltSystem::SplitterInfo> info = if (const std::optional<BeltSystem::SplitterInfo> info =
m_belts.getSplitterInfo(b.anchor)) belts.getSplitterInfo(b.anchor))
{ {
splitterFilterA = info->filterA; splitterFilterA = info->filterA;
splitterFilterB = info->filterB; splitterFilterB = info->filterB;
} }
} }
m_belts.removeTile(b.anchor); belts.removeTile(b.anchor);
reregisterBeltTile(m_belts, m_config, b, splitterFilterA, splitterFilterB); reregisterBeltTile(belts, m_config, b, splitterFilterA, splitterFilterB);
} }
return; return;

View File

@@ -36,7 +36,7 @@
class BuildingSystem class BuildingSystem
{ {
public: public:
BuildingSystem(const GameConfig& config, BeltSystem& belts); explicit BuildingSystem(const GameConfig& config);
// -- Placement / deconstruct ------------------------------------------------ // -- Placement / deconstruct ------------------------------------------------
// Returns the new entity id, or nullopt if the placement falls outside the // Returns the new entity id, or nullopt if the placement falls outside the
@@ -60,13 +60,14 @@ public:
// queue (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is // queue (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is
// credited later, on completion, by DeconstructionSystem. No-op for unknown ids and // credited later, on completion, by DeconstructionSystem. No-op for unknown ids and
// for a building already queued. // for a building already queued.
void deconstruct(FactoryState& state, BuildingId id, Tick currentTick); void deconstruct(FactoryState& state, BeltSystem& belts, BuildingId id,
Tick currentTick);
// Take a building back out of the deconstruction queue before it is removed // Take a building back out of the deconstruction queue before it is removed
// (REQ-BLD-DECON-QUEUE). Clears its queued flag and resumes operation // (REQ-BLD-DECON-QUEUE). Clears its queued flag and resumes operation
// (re-registering belt/tunnel/splitter tiles); discards deconstruction // (re-registering belt/tunnel/splitter tiles); discards deconstruction
// progress and credits no refund. No-op if the id is not queued. // progress and credits no refund. No-op if the id is not queued.
void cancelDeconstruction(FactoryState& state, BuildingId id); void cancelDeconstruction(FactoryState& state, BeltSystem& belts, BuildingId id);
// Set the recipe (or schematic id for shipyard) on a building or queued // Set the recipe (or schematic id for shipyard) on a building or queued
// construction site. Clears both buffers on an operational building. // construction site. Clears both buffers on an operational building.
@@ -99,7 +100,8 @@ public:
// Rotate an existing building or construction site to newRotation in place. // Rotate an existing building or construction site to newRotation in place.
// For belt-type operational buildings, re-registers with BeltSystem (items // For belt-type operational buildings, re-registers with BeltSystem (items
// currently on the tile are discarded by BeltSystem::removeTile). // currently on the tile are discarded by BeltSystem::removeTile).
void rotateInPlace(FactoryState& state, BuildingId id, Rotation newRotation); void rotateInPlace(FactoryState& state, BeltSystem& belts, BuildingId id,
Rotation newRotation);
// Register / unregister tile occupancy for ECS station entities. // Register / unregister tile occupancy for ECS station entities.
void registerTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells, BuildingId ownerPlaceholder); void registerTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
@@ -116,11 +118,9 @@ public:
void forEachBuilding(FactoryState& state, std::function<void(Building&)> fn); void forEachBuilding(FactoryState& state, std::function<void(Building&)> fn);
private: private:
// No world data here: the factory arrives per call (FactoryState.h). The config says // The config alone: what a building costs, occupies and can run. No world data --
// what a building costs, occupies and can run; the belts are what a placed, rotated or // the factory and the transport layer both arrive per call, as they do for
// demolished belt tile must be registered with and unregistered from. Nothing else -- // ConstructionSystem and ProductionSystem (FactoryState.h) -- and no RNG or callbacks,
// no RNG and no callbacks, those having gone to ProductionSystem with the material // those having gone to ProductionSystem with the material flow that needed them.
// flow that needed them.
const GameConfig& m_config; const GameConfig& m_config;
BeltSystem& m_belts;
}; };

View File

@@ -108,7 +108,7 @@ void Simulation::reset(unsigned int seed)
void Simulation::initializeSubsystems() void Simulation::initializeSubsystems()
{ {
m_buildingSystem = std::make_unique<BuildingSystem>(m_config, m_beltSystem); m_buildingSystem = std::make_unique<BuildingSystem>(m_config);
m_productionSystem = std::make_unique<ProductionSystem>( m_productionSystem = std::make_unique<ProductionSystem>(
m_config, m_config,
[this](const std::string& id, QVector2D pos, [this](const std::string& id, QVector2D pos,
@@ -174,7 +174,8 @@ void Simulation::apply(const Command& command)
case CommandKind::RotateInPlace: case CommandKind::RotateInPlace:
{ {
const RotateInPlaceCommand& c = static_cast<const RotateInPlaceCommand&>(command); const RotateInPlaceCommand& c = static_cast<const RotateInPlaceCommand&>(command);
m_buildingSystem->rotateInPlace(m_factoryState, *c.id, c.newRotation); m_buildingSystem->rotateInPlace(m_factoryState, m_beltSystem, *c.id,
c.newRotation);
break; break;
} }
case CommandKind::SetRecipe: case CommandKind::SetRecipe:
@@ -888,12 +889,12 @@ std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint
void Simulation::deconstruct(BuildingId id) void Simulation::deconstruct(BuildingId id)
{ {
m_buildingSystem->deconstruct(m_factoryState, id, m_currentTick); m_buildingSystem->deconstruct(m_factoryState, m_beltSystem, id, m_currentTick);
} }
void Simulation::cancelDeconstruction(BuildingId id) void Simulation::cancelDeconstruction(BuildingId id)
{ {
m_buildingSystem->cancelDeconstruction(m_factoryState, id); m_buildingSystem->cancelDeconstruction(m_factoryState, m_beltSystem, id);
} }
BuildingSystem& Simulation::getBuildingsMutable() BuildingSystem& Simulation::getBuildingsMutable()

View File

@@ -77,7 +77,7 @@ struct Fixture
: cfg(loadTestConfig()) : cfg(loadTestConfig())
, belts(cfg.world.beltSpeed_tps) , belts(cfg.world.beltSpeed_tps)
, rng(42) , rng(42)
, buildings(cfg, belts) , buildings(cfg)
, construction(cfg) , construction(cfg)
, ships(cfg, admin) , ships(cfg, admin)
, ai(cfg) , ai(cfg)

View File

@@ -118,7 +118,7 @@ struct PlacementFixture
std::optional<double> beltSpeed_tps = std::nullopt, std::optional<double> beltSpeed_tps = std::nullopt,
std::function<bool(const std::string&)> isItemUnlocked = nullptr) std::function<bool(const std::string&)> isItemUnlocked = nullptr)
: belts(beltSpeed_tps.value_or(cfg.world.beltSpeed_tps)) : belts(beltSpeed_tps.value_or(cfg.world.beltSpeed_tps))
, bs(cfg, belts) , bs(cfg)
, production(cfg, , production(cfg,
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
isItemUnlocked ? std::move(isItemUnlocked) isItemUnlocked ? std::move(isItemUnlocked)
@@ -289,7 +289,7 @@ TEST_CASE("BuildingSystem: deconstructing a construction site removes it instant
// Still queued for construction (not yet built): instant removal, full cost // Still queued for construction (not yet built): instant removal, full cost
// refunded immediately, never entering the deconstruction queue (REQ-BLD-DECONSTRUCT). // refunded immediately, never entering the deconstruction queue (REQ-BLD-DECONSTRUCT).
f.bs.deconstruct(f.state, id, 0); f.bs.deconstruct(f.state, f.belts, id, 0);
REQUIRE(f.getRefundedBlocks() == 15); // Miner cost = 15 REQUIRE(f.getRefundedBlocks() == 15); // Miner cost = 15
REQUIRE_FALSE(isTileOccupied(f.state, QPoint(0, 0))); REQUIRE_FALSE(isTileOccupied(f.state, QPoint(0, 0)));
@@ -362,7 +362,7 @@ TEST_CASE("BuildingSystem: deconstructing a built building queues it; refund cre
// Deconstructing a built building returns nothing immediately and queues it, // Deconstructing a built building returns nothing immediately and queues it,
// stopping it operating while its tiles stay occupied (REQ-BLD-DECON-QUEUE). // stopping it operating while its tiles stay occupied (REQ-BLD-DECON-QUEUE).
f.bs.deconstruct(f.state, id, tick); f.bs.deconstruct(f.state, f.belts, id, tick);
REQUIRE(isQueuedForDeconstruction(f.state, id)); REQUIRE(isQueuedForDeconstruction(f.state, id));
REQUIRE(isTileOccupied(f.state, QPoint(0, 0))); REQUIRE(isTileOccupied(f.state, QPoint(0, 0)));
REQUIRE(f.getRefundedBlocks() == 0); REQUIRE(f.getRefundedBlocks() == 0);
@@ -386,8 +386,8 @@ TEST_CASE("BuildingSystem: deconstruction queue removes one building at a time",
runUntilBuilt(f, b, tick); runUntilBuilt(f, b, tick);
// Queue both in one tick; 'a' is at the front of the deconstruction queue. // Queue both in one tick; 'a' is at the front of the deconstruction queue.
f.bs.deconstruct(f.state, a, tick); f.bs.deconstruct(f.state, f.belts, a, tick);
f.bs.deconstruct(f.state, b, tick); f.bs.deconstruct(f.state, f.belts, b, tick);
REQUIRE(isQueuedForDeconstruction(f.state, a)); REQUIRE(isQueuedForDeconstruction(f.state, a));
REQUIRE(isQueuedForDeconstruction(f.state, b)); REQUIRE(isQueuedForDeconstruction(f.state, b));
@@ -415,11 +415,11 @@ TEST_CASE("BuildingSystem: cancelling deconstruction resumes the building with n
Tick tick = 0; Tick tick = 0;
runUntilBuilt(f, id, tick); runUntilBuilt(f, id, tick);
f.bs.deconstruct(f.state, id, tick); f.bs.deconstruct(f.state, f.belts, id, tick);
REQUIRE(isQueuedForDeconstruction(f.state, id)); REQUIRE(isQueuedForDeconstruction(f.state, id));
// Un-queue before it drains: it operates again, no refund, tiles still occupied. // Un-queue before it drains: it operates again, no refund, tiles still occupied.
f.bs.cancelDeconstruction(f.state, id); f.bs.cancelDeconstruction(f.state, f.belts, id);
REQUIRE_FALSE(isQueuedForDeconstruction(f.state, id)); REQUIRE_FALSE(isQueuedForDeconstruction(f.state, id));
REQUIRE(findBuilding(f.state, id) != nullptr); REQUIRE(findBuilding(f.state, id) != nullptr);
REQUIRE(isTileOccupied(f.state, QPoint(0, 0))); REQUIRE(isTileOccupied(f.state, QPoint(0, 0)));
@@ -443,12 +443,12 @@ TEST_CASE("BuildingSystem: queued belt stops transporting; cancel restores it",
// Queuing a belt unregisters its tile from the belt subsystem, so it no longer // Queuing a belt unregisters its tile from the belt subsystem, so it no longer
// accepts or transports items, though the tile stays occupied (REQ-BLD-DECON-QUEUE). // accepts or transports items, though the tile stays occupied (REQ-BLD-DECON-QUEUE).
f.bs.deconstruct(f.state, id, tick); f.bs.deconstruct(f.state, f.belts, id, tick);
REQUIRE_FALSE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"), Rotation::East)); REQUIRE_FALSE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"), Rotation::East));
REQUIRE(isTileOccupied(f.state, QPoint(0, 0))); REQUIRE(isTileOccupied(f.state, QPoint(0, 0)));
// Un-queuing re-registers the belt tile so it transports again. // Un-queuing re-registers the belt tile so it transports again.
f.bs.cancelDeconstruction(f.state, id); f.bs.cancelDeconstruction(f.state, f.belts, id);
REQUIRE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"), Rotation::East)); REQUIRE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"), Rotation::East));
} }
@@ -465,10 +465,10 @@ TEST_CASE("BuildingSystem: splitter filters survive a queue/un-queue round-trip"
// Queue: the belt subsystem tile (and its filters) are unregistered, but the // Queue: the belt subsystem tile (and its filters) are unregistered, but the
// filters are captured so an un-queue can restore them. // filters are captured so an un-queue can restore them.
f.bs.deconstruct(f.state, id, tick); f.bs.deconstruct(f.state, f.belts, id, tick);
REQUIRE_FALSE(f.belts.getSplitterInfo(QPoint(0, 0)).has_value()); REQUIRE_FALSE(f.belts.getSplitterInfo(QPoint(0, 0)).has_value());
f.bs.cancelDeconstruction(f.state, id); f.bs.cancelDeconstruction(f.state, f.belts, id);
const std::optional<BeltSystem::SplitterInfo> info = f.belts.getSplitterInfo(QPoint(0, 0)); const std::optional<BeltSystem::SplitterInfo> info = f.belts.getSplitterInfo(QPoint(0, 0));
REQUIRE(info.has_value()); REQUIRE(info.has_value());
REQUIRE(info->filterA.size() == 1); REQUIRE(info->filterA.size() == 1);
@@ -1782,7 +1782,7 @@ TEST_CASE("BuildingSystem: rotateInPlace updates the rotation field of a constru
const BuildingId id = f.bs.place(f.state, BuildingType::Belt, QPoint(0, 0), Rotation::East, 0).value(); const BuildingId id = f.bs.place(f.state, BuildingType::Belt, QPoint(0, 0), Rotation::East, 0).value();
REQUIRE(findSite(f.state, id)->rotation == Rotation::East); REQUIRE(findSite(f.state, id)->rotation == Rotation::East);
f.bs.rotateInPlace(f.state, id, Rotation::North); f.bs.rotateInPlace(f.state, f.belts, id, Rotation::North);
REQUIRE(findSite(f.state, id)->rotation == Rotation::North); REQUIRE(findSite(f.state, id)->rotation == Rotation::North);
} }
@@ -1796,7 +1796,7 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the construction progress of
const Tick completesAt = findSite(f.state, id)->completesAt; const Tick completesAt = findSite(f.state, id)->completesAt;
REQUIRE(completesAt > 0); REQUIRE(completesAt > 0);
f.bs.rotateInPlace(f.state, id, Rotation::South); f.bs.rotateInPlace(f.state, f.belts, id, Rotation::South);
REQUIRE(findSite(f.state, id)->completesAt == completesAt); REQUIRE(findSite(f.state, id)->completesAt == completesAt);
} }
@@ -1815,7 +1815,7 @@ TEST_CASE("BuildingSystem: rotateInPlace updates rotation and output port direct
const Building& before = *findBuilding(f.state, id); const Building& before = *findBuilding(f.state, id);
REQUIRE(before.outputPorts[0].direction == Rotation::East); REQUIRE(before.outputPorts[0].direction == Rotation::East);
f.bs.rotateInPlace(f.state, id, Rotation::North); f.bs.rotateInPlace(f.state, f.belts, id, Rotation::North);
const Building& after = *findBuilding(f.state, id); const Building& after = *findBuilding(f.state, id);
REQUIRE(after.rotation == Rotation::North); REQUIRE(after.rotation == Rotation::North);
@@ -1832,7 +1832,7 @@ TEST_CASE("BuildingSystem: rotateInPlace re-registers a belt tile with BeltSyste
Tick tick = 0; Tick tick = 0;
runTicks(f.production, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick); runTicks(f.production, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
f.bs.rotateInPlace(f.state, id, Rotation::North); f.bs.rotateInPlace(f.state, f.belts, id, Rotation::North);
// Belt tile must still be registered after rotation — items can be placed on it. // Belt tile must still be registered after rotation — items can be placed on it.
REQUIRE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"))); REQUIRE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore")));
@@ -1858,7 +1858,7 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the output filters of a split
const std::vector<ItemType> filterB{ ItemType{"copper_ore"} }; const std::vector<ItemType> filterB{ ItemType{"copper_ore"} };
f.belts.setSplitterFilters(tile, filterA, filterB); f.belts.setSplitterFilters(tile, filterA, filterB);
f.bs.rotateInPlace(f.state, id, Rotation::North); f.bs.rotateInPlace(f.state, f.belts, id, Rotation::North);
// The tile is re-registered with BeltSystem carrying the filters it had before // The tile is re-registered with BeltSystem carrying the filters it had before
// the rotation — rotating must not reset a configured splitter to "accept all". // the rotation — rotating must not reset a configured splitter to "accept all".

View File

@@ -2,7 +2,6 @@
#include <random> #include <random>
#include "BeltSystem.h"
#include "Building.h" #include "Building.h"
#include "BuildingSystem.h" #include "BuildingSystem.h"
#include "FactoryState.h" #include "FactoryState.h"
@@ -55,7 +54,6 @@ struct CombatFixture
FactoryState state = makeFactoryState(cfg); FactoryState state = makeFactoryState(cfg);
std::mt19937 rng; std::mt19937 rng;
EntityAdmin admin; EntityAdmin admin;
BeltSystem belts;
ShipSystem ships; ShipSystem ships;
BuildingSystem buildings; BuildingSystem buildings;
CombatSystem combat; CombatSystem combat;
@@ -63,9 +61,8 @@ struct CombatFixture
explicit CombatFixture() explicit CombatFixture()
: cfg(loadTestConfig()) : cfg(loadTestConfig())
, rng(42) , rng(42)
, belts(cfg.world.beltSpeed_tps)
, ships(cfg, admin) , ships(cfg, admin)
, buildings(cfg, belts) , buildings(cfg)
, combat(cfg) , combat(cfg)
{ {
} }