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:
@@ -49,7 +49,7 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
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// No ProductionSystem here: the arena stages ships directly and never runs a
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// factory, so nothing ticks material flow (ProductionSystem.h).
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m_buildingSystem = std::make_unique<BuildingSystem>(m_gameConfig, m_beltSystem);
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m_buildingSystem = std::make_unique<BuildingSystem>(m_gameConfig);
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m_shipSystem = std::make_unique<ShipSystem>(m_gameConfig, m_admin);
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// Arena fights are symmetric and aggressive: player-faction ships must not
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@@ -10,9 +10,8 @@
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#include "SurfaceMask.h"
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BuildingSystem::BuildingSystem(const GameConfig& config, BeltSystem& belts)
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BuildingSystem::BuildingSystem(const GameConfig& config)
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: m_config(config)
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, m_belts(belts)
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{
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}
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@@ -75,7 +74,8 @@ std::optional<BuildingId> BuildingSystem::place(FactoryState& state, BuildingTyp
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// Deconstruct
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// ---------------------------------------------------------------------------
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void BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick currentTick)
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void BuildingSystem::deconstruct(FactoryState& state, BeltSystem& belts, BuildingId id,
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Tick currentTick)
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{
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// Construction site? Removed instantly with the full refund; never queued
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// for deconstruction (REQ-BLD-DECONSTRUCT).
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@@ -116,7 +116,7 @@ void BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick curren
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if (building.type == BuildingType::Splitter)
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{
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if (const std::optional<BeltSystem::SplitterInfo> info =
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m_belts.getSplitterInfo(building.anchor))
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belts.getSplitterInfo(building.anchor))
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{
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entry.splitterFilterA = info->filterA;
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entry.splitterFilterB = info->filterB;
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@@ -124,7 +124,7 @@ void BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick curren
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}
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if (isBeltSubsystemType(building.type))
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{
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m_belts.removeTile(building.anchor);
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belts.removeTile(building.anchor);
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}
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const bool wasEmpty = state.deconstructionQueue.empty();
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@@ -274,7 +274,8 @@ void BuildingSystem::setSiteSplitterFilters(FactoryState& state, BuildingId id,
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// Tick hooks
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// ---------------------------------------------------------------------------
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void BuildingSystem::cancelDeconstruction(FactoryState& state, BuildingId id)
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void BuildingSystem::cancelDeconstruction(FactoryState& state, BeltSystem& belts,
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BuildingId id)
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{
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for (std::deque<DeconstructionEntry>::iterator it = state.deconstructionQueue.begin();
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it != state.deconstructionQueue.end();
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@@ -288,7 +289,7 @@ void BuildingSystem::cancelDeconstruction(FactoryState& state, BuildingId id)
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if (Building* building = findBuilding(state, id))
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{
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building->queuedForDeconstruction = false;
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reregisterBeltTile(m_belts, m_config, *building, it->splitterFilterA, it->splitterFilterB);
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reregisterBeltTile(belts, m_config, *building, it->splitterFilterA, it->splitterFilterB);
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}
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state.deconstructionQueue.erase(it);
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@@ -298,7 +299,8 @@ void BuildingSystem::cancelDeconstruction(FactoryState& state, BuildingId id)
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}
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}
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void BuildingSystem::rotateInPlace(FactoryState& state, BuildingId id, Rotation newRotation)
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void BuildingSystem::rotateInPlace(FactoryState& state, BeltSystem& belts, BuildingId id,
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Rotation newRotation)
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{
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// Construction site path — just update rotation; no ports to recompute.
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for (ConstructionSite& site : state.constructionQueue)
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@@ -348,15 +350,15 @@ void BuildingSystem::rotateInPlace(FactoryState& state, BuildingId id, Rotation
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if (b.type == BuildingType::Splitter)
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{
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if (const std::optional<BeltSystem::SplitterInfo> info =
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m_belts.getSplitterInfo(b.anchor))
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belts.getSplitterInfo(b.anchor))
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{
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splitterFilterA = info->filterA;
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splitterFilterB = info->filterB;
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}
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}
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m_belts.removeTile(b.anchor);
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reregisterBeltTile(m_belts, m_config, b, splitterFilterA, splitterFilterB);
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belts.removeTile(b.anchor);
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reregisterBeltTile(belts, m_config, b, splitterFilterA, splitterFilterB);
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}
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return;
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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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@@ -108,7 +108,7 @@ void Simulation::reset(unsigned int seed)
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void Simulation::initializeSubsystems()
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{
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m_buildingSystem = std::make_unique<BuildingSystem>(m_config, m_beltSystem);
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m_buildingSystem = std::make_unique<BuildingSystem>(m_config);
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m_productionSystem = std::make_unique<ProductionSystem>(
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m_config,
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[this](const std::string& id, QVector2D pos,
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@@ -174,7 +174,8 @@ void Simulation::apply(const Command& command)
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case CommandKind::RotateInPlace:
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{
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const RotateInPlaceCommand& c = static_cast<const RotateInPlaceCommand&>(command);
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m_buildingSystem->rotateInPlace(m_factoryState, *c.id, c.newRotation);
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m_buildingSystem->rotateInPlace(m_factoryState, m_beltSystem, *c.id,
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c.newRotation);
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break;
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}
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case CommandKind::SetRecipe:
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@@ -888,12 +889,12 @@ std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint
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void Simulation::deconstruct(BuildingId id)
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{
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m_buildingSystem->deconstruct(m_factoryState, id, m_currentTick);
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m_buildingSystem->deconstruct(m_factoryState, m_beltSystem, id, m_currentTick);
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}
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void Simulation::cancelDeconstruction(BuildingId id)
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{
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m_buildingSystem->cancelDeconstruction(m_factoryState, id);
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m_buildingSystem->cancelDeconstruction(m_factoryState, m_beltSystem, id);
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}
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BuildingSystem& Simulation::getBuildingsMutable()
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@@ -77,7 +77,7 @@ struct Fixture
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: cfg(loadTestConfig())
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, belts(cfg.world.beltSpeed_tps)
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, rng(42)
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, buildings(cfg, belts)
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, buildings(cfg)
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, construction(cfg)
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, ships(cfg, admin)
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, ai(cfg)
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@@ -118,7 +118,7 @@ struct PlacementFixture
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std::optional<double> beltSpeed_tps = std::nullopt,
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std::function<bool(const std::string&)> isItemUnlocked = nullptr)
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: belts(beltSpeed_tps.value_or(cfg.world.beltSpeed_tps))
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, bs(cfg, belts)
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, bs(cfg)
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, production(cfg,
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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isItemUnlocked ? std::move(isItemUnlocked)
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@@ -289,7 +289,7 @@ TEST_CASE("BuildingSystem: deconstructing a construction site removes it instant
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// Still queued for construction (not yet built): instant removal, full cost
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// refunded immediately, never entering the deconstruction queue (REQ-BLD-DECONSTRUCT).
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f.bs.deconstruct(f.state, id, 0);
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f.bs.deconstruct(f.state, f.belts, id, 0);
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REQUIRE(f.getRefundedBlocks() == 15); // Miner cost = 15
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REQUIRE_FALSE(isTileOccupied(f.state, QPoint(0, 0)));
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@@ -362,7 +362,7 @@ TEST_CASE("BuildingSystem: deconstructing a built building queues it; refund cre
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// Deconstructing a built building returns nothing immediately and queues it,
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// stopping it operating while its tiles stay occupied (REQ-BLD-DECON-QUEUE).
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f.bs.deconstruct(f.state, id, tick);
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f.bs.deconstruct(f.state, f.belts, id, tick);
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REQUIRE(isQueuedForDeconstruction(f.state, id));
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REQUIRE(isTileOccupied(f.state, QPoint(0, 0)));
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REQUIRE(f.getRefundedBlocks() == 0);
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@@ -386,8 +386,8 @@ TEST_CASE("BuildingSystem: deconstruction queue removes one building at a time",
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runUntilBuilt(f, b, tick);
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// Queue both in one tick; 'a' is at the front of the deconstruction queue.
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f.bs.deconstruct(f.state, a, tick);
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f.bs.deconstruct(f.state, b, tick);
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f.bs.deconstruct(f.state, f.belts, a, tick);
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f.bs.deconstruct(f.state, f.belts, b, tick);
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REQUIRE(isQueuedForDeconstruction(f.state, a));
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REQUIRE(isQueuedForDeconstruction(f.state, b));
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@@ -415,11 +415,11 @@ TEST_CASE("BuildingSystem: cancelling deconstruction resumes the building with n
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Tick tick = 0;
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runUntilBuilt(f, id, tick);
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f.bs.deconstruct(f.state, id, tick);
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f.bs.deconstruct(f.state, f.belts, id, tick);
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REQUIRE(isQueuedForDeconstruction(f.state, id));
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// Un-queue before it drains: it operates again, no refund, tiles still occupied.
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f.bs.cancelDeconstruction(f.state, id);
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f.bs.cancelDeconstruction(f.state, f.belts, id);
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REQUIRE_FALSE(isQueuedForDeconstruction(f.state, id));
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REQUIRE(findBuilding(f.state, id) != nullptr);
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REQUIRE(isTileOccupied(f.state, QPoint(0, 0)));
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@@ -443,12 +443,12 @@ TEST_CASE("BuildingSystem: queued belt stops transporting; cancel restores it",
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// Queuing a belt unregisters its tile from the belt subsystem, so it no longer
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// accepts or transports items, though the tile stays occupied (REQ-BLD-DECON-QUEUE).
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f.bs.deconstruct(f.state, id, tick);
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f.bs.deconstruct(f.state, f.belts, id, tick);
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REQUIRE_FALSE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"), Rotation::East));
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REQUIRE(isTileOccupied(f.state, QPoint(0, 0)));
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// Un-queuing re-registers the belt tile so it transports again.
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f.bs.cancelDeconstruction(f.state, id);
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f.bs.cancelDeconstruction(f.state, f.belts, id);
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REQUIRE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"), Rotation::East));
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}
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@@ -465,10 +465,10 @@ TEST_CASE("BuildingSystem: splitter filters survive a queue/un-queue round-trip"
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// Queue: the belt subsystem tile (and its filters) are unregistered, but the
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// filters are captured so an un-queue can restore them.
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f.bs.deconstruct(f.state, id, tick);
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f.bs.deconstruct(f.state, f.belts, id, tick);
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REQUIRE_FALSE(f.belts.getSplitterInfo(QPoint(0, 0)).has_value());
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f.bs.cancelDeconstruction(f.state, id);
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f.bs.cancelDeconstruction(f.state, f.belts, id);
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const std::optional<BeltSystem::SplitterInfo> info = f.belts.getSplitterInfo(QPoint(0, 0));
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REQUIRE(info.has_value());
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REQUIRE(info->filterA.size() == 1);
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@@ -1782,7 +1782,7 @@ TEST_CASE("BuildingSystem: rotateInPlace updates the rotation field of a constru
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const BuildingId id = f.bs.place(f.state, BuildingType::Belt, QPoint(0, 0), Rotation::East, 0).value();
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REQUIRE(findSite(f.state, id)->rotation == Rotation::East);
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f.bs.rotateInPlace(f.state, id, Rotation::North);
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f.bs.rotateInPlace(f.state, f.belts, id, Rotation::North);
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REQUIRE(findSite(f.state, id)->rotation == Rotation::North);
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}
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@@ -1796,7 +1796,7 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the construction progress of
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const Tick completesAt = findSite(f.state, id)->completesAt;
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REQUIRE(completesAt > 0);
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f.bs.rotateInPlace(f.state, id, Rotation::South);
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f.bs.rotateInPlace(f.state, f.belts, id, Rotation::South);
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REQUIRE(findSite(f.state, id)->completesAt == completesAt);
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}
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@@ -1815,7 +1815,7 @@ TEST_CASE("BuildingSystem: rotateInPlace updates rotation and output port direct
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const Building& before = *findBuilding(f.state, id);
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REQUIRE(before.outputPorts[0].direction == Rotation::East);
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f.bs.rotateInPlace(f.state, id, Rotation::North);
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f.bs.rotateInPlace(f.state, f.belts, id, Rotation::North);
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const Building& after = *findBuilding(f.state, id);
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REQUIRE(after.rotation == Rotation::North);
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@@ -1832,7 +1832,7 @@ TEST_CASE("BuildingSystem: rotateInPlace re-registers a belt tile with BeltSyste
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Tick tick = 0;
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runTicks(f.production, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
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f.bs.rotateInPlace(f.state, id, Rotation::North);
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f.bs.rotateInPlace(f.state, f.belts, id, Rotation::North);
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// Belt tile must still be registered after rotation — items can be placed on it.
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REQUIRE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore")));
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@@ -1858,7 +1858,7 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the output filters of a split
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const std::vector<ItemType> filterB{ ItemType{"copper_ore"} };
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f.belts.setSplitterFilters(tile, filterA, filterB);
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f.bs.rotateInPlace(f.state, id, Rotation::North);
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f.bs.rotateInPlace(f.state, f.belts, id, Rotation::North);
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// The tile is re-registered with BeltSystem carrying the filters it had before
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// the rotation — rotating must not reset a configured splitter to "accept all".
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@@ -2,7 +2,6 @@
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#include <random>
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#include "BeltSystem.h"
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#include "Building.h"
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#include "BuildingSystem.h"
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#include "FactoryState.h"
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@@ -55,7 +54,6 @@ struct CombatFixture
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FactoryState state = makeFactoryState(cfg);
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std::mt19937 rng;
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EntityAdmin admin;
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BeltSystem belts;
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ShipSystem ships;
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BuildingSystem buildings;
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CombatSystem combat;
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@@ -63,9 +61,8 @@ struct CombatFixture
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explicit CombatFixture()
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: cfg(loadTestConfig())
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, rng(42)
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, belts(cfg.world.beltSpeed_tps)
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, ships(cfg, admin)
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, buildings(cfg, belts)
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, buildings(cfg)
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, combat(cfg)
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{
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}
|
||||
|
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Reference in New Issue
Block a user