put the block stock where the blocks are

The global building block stock lived on Simulation while being factory data
through and through: placement spends it, deconstruction refunds it, and blocks
delivered to the HQ by belt add to it. Every system that credited it therefore
held a std::function back into Simulation to do so -- BuildingSystem and
DeconstructionSystem each carried one, and the arena and three test fixtures had
to pass a stub.

It moves into FactoryState, seeded by makeFactoryState from
world.starting_building_blocks, and both callbacks are gone: the HQ's belt intake
and the deconstruction refund now credit the state they are already holding.

BuildingSystem::deconstruct stops returning a refund for its caller to remember
to credit. It had grown asymmetric -- the queued path credits itself through
DeconstructionSystem while the instant path handed a number back -- so it now
credits the site's full cost directly and returns void.

Checksum order is untouched: Simulation still folds the stock at exactly the
point it always did, reading it from the state. The arena no longer discards
refunds into a no-op sink; nothing there reads the stock either way.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
This commit is contained in:
2026-08-19 17:23:46 +02:00
parent a783e57731
commit 780d5e5052
11 changed files with 114 additions and 119 deletions

View File

@@ -41,7 +41,6 @@ public:
BuildingSystem(const GameConfig& config,
BeltSystem& belts,
std::function<BuildingId()> allocateBuildingId,
std::function<void(int)> addBuildingBlocks,
std::function<void(const std::string&, QVector2D,
const std::optional<ShipLayoutConfig>&)> spawnShip,
std::function<bool(const std::string&)> isItemUnlocked,
@@ -64,12 +63,12 @@ public:
{ state.asteroidWidth_tiles = widthTiles; }
// Mark a building or construction site for demolition (REQ-BLD-DECONSTRUCT).
// A construction site is removed instantly and the full cost is returned.
// A fully-built building is instead appended to the deconstruction queue
// (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is
// credited later, on completion in tickDeconstruction, so this returns 0 for
// it. Returns 0 for unknown ids and for a building already queued.
int deconstruct(FactoryState& state, BuildingId id, Tick currentTick);
// A construction site is removed instantly and its full cost credited back to the
// block stock. A fully-built building is instead appended to the deconstruction
// 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
// for a building already queued.
void deconstruct(FactoryState& state, BuildingId id, Tick currentTick);
// Take a building back out of the deconstruction queue before it is removed
// (REQ-BLD-DECON-QUEUE). Clears its queued flag and resumes operation
@@ -180,7 +179,6 @@ private:
const GameConfig& m_config;
BeltSystem& m_belts;
std::function<BuildingId()> m_allocateBuildingId;
std::function<void(int)> m_addBuildingBlocks;
std::function<void(const std::string&, QVector2D,
const std::optional<ShipLayoutConfig>&)> m_spawnShip;
std::function<bool(const std::string&)> m_isItemUnlocked;