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

@@ -52,7 +52,6 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
m_gameConfig, m_gameConfig,
m_beltSystem, m_beltSystem,
[this]() { return allocateBuildingId(); }, [this]() { return allocateBuildingId(); },
[](int) {},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; }, [](const std::string&) -> bool { return true; },
m_rng); m_rng);

View File

@@ -28,7 +28,6 @@ bool inputLaneEntryFree(const std::vector<BeltItemSlot>& lane)
BuildingSystem::BuildingSystem(const GameConfig& config, BuildingSystem::BuildingSystem(const GameConfig& config,
BeltSystem& belts, BeltSystem& belts,
std::function<BuildingId()> allocateBuildingId, std::function<BuildingId()> allocateBuildingId,
std::function<void(int)> addBuildingBlocks,
std::function<void(const std::string&, QVector2D, std::function<void(const std::string&, QVector2D,
const std::optional<ShipLayoutConfig>&)> spawnShip, const std::optional<ShipLayoutConfig>&)> spawnShip,
std::function<bool(const std::string&)> isItemUnlocked, std::function<bool(const std::string&)> isItemUnlocked,
@@ -36,7 +35,6 @@ BuildingSystem::BuildingSystem(const GameConfig& config,
: m_config(config) : m_config(config)
, m_belts(belts) , m_belts(belts)
, m_allocateBuildingId(std::move(allocateBuildingId)) , m_allocateBuildingId(std::move(allocateBuildingId))
, m_addBuildingBlocks(std::move(addBuildingBlocks))
, m_spawnShip(std::move(spawnShip)) , m_spawnShip(std::move(spawnShip))
, m_isItemUnlocked(std::move(isItemUnlocked)) , m_isItemUnlocked(std::move(isItemUnlocked))
, m_rng(rng) , m_rng(rng)
@@ -158,7 +156,7 @@ std::optional<BuildingId> BuildingSystem::place(FactoryState& state, BuildingTyp
// Deconstruct // Deconstruct
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
int BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick currentTick) void BuildingSystem::deconstruct(FactoryState& state, 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).
@@ -173,9 +171,9 @@ int BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick current
state.constructionQueue.erase(it); state.constructionQueue.erase(it);
if (def) if (def)
{ {
return def->cost; state.buildingBlocksStock += def->cost;
} }
return 0; return;
} }
} }
@@ -185,7 +183,7 @@ int BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick current
for (Building& building : state.buildings) for (Building& building : state.buildings)
{ {
if (building.id != id) { continue; } if (building.id != id) { continue; }
if (building.queuedForDeconstruction) { return 0; } // already queued if (building.queuedForDeconstruction) { return; } // already queued
building.queuedForDeconstruction = true; building.queuedForDeconstruction = true;
@@ -216,10 +214,8 @@ int BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick current
{ {
startFrontDeconstruction(state, m_config, currentTick); startFrontDeconstruction(state, m_config, currentTick);
} }
return 0; return;
} }
return 0;
} }
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@@ -411,7 +407,7 @@ void BuildingSystem::tickBeltPull(FactoryState& state)
lane.erase(lane.begin()); lane.erase(lane.begin());
if (isHq) if (isHq)
{ {
m_addBuildingBlocks(1); state.buildingBlocksStock += 1;
} }
else else
{ {

View File

@@ -41,7 +41,6 @@ public:
BuildingSystem(const GameConfig& config, BuildingSystem(const GameConfig& config,
BeltSystem& belts, BeltSystem& belts,
std::function<BuildingId()> allocateBuildingId, std::function<BuildingId()> allocateBuildingId,
std::function<void(int)> addBuildingBlocks,
std::function<void(const std::string&, QVector2D, std::function<void(const std::string&, QVector2D,
const std::optional<ShipLayoutConfig>&)> spawnShip, const std::optional<ShipLayoutConfig>&)> spawnShip,
std::function<bool(const std::string&)> isItemUnlocked, std::function<bool(const std::string&)> isItemUnlocked,
@@ -64,12 +63,12 @@ public:
{ state.asteroidWidth_tiles = widthTiles; } { state.asteroidWidth_tiles = widthTiles; }
// Mark a building or construction site for demolition (REQ-BLD-DECONSTRUCT). // Mark a building or construction site for demolition (REQ-BLD-DECONSTRUCT).
// A construction site is removed instantly and the full cost is returned. // A construction site is removed instantly and its full cost credited back to the
// A fully-built building is instead appended to the deconstruction queue // block stock. A fully-built building is instead appended to the deconstruction
// (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 in tickDeconstruction, so this returns 0 for // credited later, on completion, by DeconstructionSystem. No-op for unknown ids and
// it. Returns 0 for unknown ids and for a building already queued. // for a building already queued.
int deconstruct(FactoryState& state, BuildingId id, Tick currentTick); void deconstruct(FactoryState& state, 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
@@ -180,7 +179,6 @@ private:
const GameConfig& m_config; const GameConfig& m_config;
BeltSystem& m_belts; BeltSystem& m_belts;
std::function<BuildingId()> m_allocateBuildingId; std::function<BuildingId()> m_allocateBuildingId;
std::function<void(int)> m_addBuildingBlocks;
std::function<void(const std::string&, QVector2D, std::function<void(const std::string&, QVector2D,
const std::optional<ShipLayoutConfig>&)> m_spawnShip; const std::optional<ShipLayoutConfig>&)> m_spawnShip;
std::function<bool(const std::string&)> m_isItemUnlocked; std::function<bool(const std::string&)> m_isItemUnlocked;

View File

@@ -54,7 +54,8 @@ void DeconstructionSystem::tick(FactoryState& state, Tick currentTick)
state.buildings.erase(it); state.buildings.erase(it);
if (def) if (def)
{ {
m_addBuildingBlocks(def->cost * m_config.world.refundPercentage / 100); state.buildingBlocksStock +=
def->cost * m_config.world.refundPercentage / 100;
} }
break; break;
} }

View File

@@ -1,7 +1,5 @@
#pragma once #pragma once
#include <functional>
#include "FactoryState.h" #include "FactoryState.h"
#include "GameConfig.h" #include "GameConfig.h"
#include "Tick.h" #include "Tick.h"
@@ -14,19 +12,17 @@
// It needs no BeltSystem: a belt, splitter or tunnel end is unregistered the moment // It needs no BeltSystem: a belt, splitter or tunnel end is unregistered the moment
// it is queued (see BuildingSystem::deconstruct), not when the timer completes. // it is queued (see BuildingSystem::deconstruct), not when the timer completes.
// //
// Holds the config and the refund sink; the world arrives per tick. // Holds the config alone; the world arrives per tick, the refund going straight into
// the block stock it carries (FactoryState.h).
class DeconstructionSystem class DeconstructionSystem
{ {
public: public:
DeconstructionSystem(const GameConfig& config, explicit DeconstructionSystem(const GameConfig& config) : m_config(config) {}
std::function<void(int)> addBuildingBlocks)
: m_config(config), m_addBuildingBlocks(std::move(addBuildingBlocks)) {}
void tick(FactoryState& state, Tick currentTick); void tick(FactoryState& state, Tick currentTick);
private: private:
const GameConfig& m_config; const GameConfig& m_config;
std::function<void(int)> m_addBuildingBlocks;
}; };
// Starts the timer on the front entry of the deconstruction queue, if it has one and // Starts the timer on the front entry of the deconstruction queue, if it has one and

View File

@@ -57,15 +57,26 @@ struct FactoryState
// derived from config and Simulation's expansion count, which is folded already. // derived from config and Simulation's expansion count, which is folded already.
// Seeded from config by BuildingSystem's constructor. // Seeded from config by BuildingSystem's constructor.
int asteroidWidth_tiles = 0; int asteroidWidth_tiles = 0;
// The global building block stock (REQ-HQ-STARTING-BLOCKS, REQ-HQ-BELT-INPUT):
// what placement spends, what deconstruction refunds, and what blocks delivered to
// the HQ add to. Factory data, so it lives with the factory rather than being
// reached through a callback by every system that credits it.
//
// Folded into the checksum by Simulation, in the place it has always occupied
// (docs/replay_design.md).
int buildingBlocksStock = 0;
}; };
// A fresh factory for a new run: nothing built, and the asteroid bound seeded from // A fresh factory for a new run: nothing built, the asteroid bound and the starting
// config. Every owner of a FactoryState creates it this way — the bound has no // block stock seeded from config. Every owner of a FactoryState creates it this way —
// sensible default without the config, so a default-constructed state would refuse // the bound has no sensible default without the config, so a default-constructed state
// every placement on the asteroid. // would refuse every placement on the asteroid, and the player would start with nothing
// to build from.
inline FactoryState makeFactoryState(const GameConfig& config) inline FactoryState makeFactoryState(const GameConfig& config)
{ {
FactoryState state; FactoryState state;
state.asteroidWidth_tiles = config.world.regions.asteroidWidth_tiles; state.asteroidWidth_tiles = config.world.regions.asteroidWidth_tiles;
state.buildingBlocksStock = config.world.startingBuildingBlocks;
return state; return state;
} }

View File

@@ -42,7 +42,6 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
, m_currentTick(0) , m_currentTick(0)
, m_nextDepartureTick(secondsToTicks(m_config.world.departureIntervalSeconds)) , m_nextDepartureTick(secondsToTicks(m_config.world.departureIntervalSeconds))
, m_nextBuildingId(1) , m_nextBuildingId(1)
, m_buildingBlocksStock(m_config.world.startingBuildingBlocks)
, m_gameOver(false) , m_gameOver(false)
, m_hqProxyEntity(entt::null) , m_hqProxyEntity(entt::null)
, m_playerStation1Entity(entt::null) , m_playerStation1Entity(entt::null)
@@ -85,7 +84,6 @@ void Simulation::reset(unsigned int seed)
m_currentTick = 0; m_currentTick = 0;
m_nextDepartureTick = secondsToTicks(m_config.world.departureIntervalSeconds); m_nextDepartureTick = secondsToTicks(m_config.world.departureIntervalSeconds);
m_nextBuildingId = 1; m_nextBuildingId = 1;
m_buildingBlocksStock = m_config.world.startingBuildingBlocks;
m_expansionsPurchased = 0; m_expansionsPurchased = 0;
m_gameOver = false; m_gameOver = false;
m_isWon = false; m_isWon = false;
@@ -114,7 +112,6 @@ void Simulation::initializeSubsystems()
m_config, m_config,
m_beltSystem, m_beltSystem,
[this]() { return allocateBuildingId(); }, [this]() { return allocateBuildingId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos, [this](const std::string& id, QVector2D pos,
const std::optional<ShipLayoutConfig>& layout) { const std::optional<ShipLayoutConfig>& layout) {
if (!isSchematicUnlocked(id)) if (!isSchematicUnlocked(id))
@@ -126,8 +123,7 @@ void Simulation::initializeSubsystems()
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); }, [this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
m_rng); m_rng);
m_constructionSystem = std::make_unique<ConstructionSystem>(m_config); m_constructionSystem = std::make_unique<ConstructionSystem>(m_config);
m_deconstructionSystem = std::make_unique<DeconstructionSystem>( m_deconstructionSystem = std::make_unique<DeconstructionSystem>(m_config);
m_config, [this](int amount) { m_buildingBlocksStock += amount; });
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin); m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
m_aiSystem = std::make_unique<AiSystem>(m_config); m_aiSystem = std::make_unique<AiSystem>(m_config);
m_movementIntentSystem = std::make_unique<MovementIntentSystem>(); m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
@@ -658,7 +654,7 @@ unsigned long long Simulation::computeStateChecksum() const
hasher.append(m_currentTick); hasher.append(m_currentTick);
hasher.append(m_nextDepartureTick); hasher.append(m_nextDepartureTick);
hasher.append(m_nextBuildingId); hasher.append(m_nextBuildingId);
hasher.append(m_buildingBlocksStock); hasher.append(m_factoryState.buildingBlocksStock);
hasher.append(m_gameOver); hasher.append(m_gameOver);
hasher.append(m_isWon); hasher.append(m_isWon);
hasher.append(m_artifactCount); hasher.append(m_artifactCount);
@@ -763,7 +759,7 @@ unsigned int Simulation::getSeed() const
int Simulation::getBuildingBlocksStock() const int Simulation::getBuildingBlocksStock() const
{ {
return m_buildingBlocksStock; return m_factoryState.buildingBlocksStock;
} }
int Simulation::getCurrentAsteroidWidth_tiles() const int Simulation::getCurrentAsteroidWidth_tiles() const
@@ -782,11 +778,11 @@ int Simulation::getCurrentExpansionCost() const
void Simulation::tryExpandAsteroid() void Simulation::tryExpandAsteroid()
{ {
const int cost = getCurrentExpansionCost(); const int cost = getCurrentExpansionCost();
if (m_buildingBlocksStock < cost) if (m_factoryState.buildingBlocksStock < cost)
{ {
return; return;
} }
m_buildingBlocksStock -= cost; m_factoryState.buildingBlocksStock -= cost;
++m_expansionsPurchased; ++m_expansionsPurchased;
m_buildingSystem->setAsteroidWidth_tiles(m_factoryState, getCurrentAsteroidWidth_tiles()); m_buildingSystem->setAsteroidWidth_tiles(m_factoryState, getCurrentAsteroidWidth_tiles());
} }
@@ -879,17 +875,17 @@ std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint
break; break;
} }
} }
if (m_buildingBlocksStock < cost) if (m_factoryState.buildingBlocksStock < cost)
{ {
return std::nullopt; return std::nullopt;
} }
m_buildingBlocksStock -= cost; m_factoryState.buildingBlocksStock -= cost;
return m_buildingSystem->place(m_factoryState, type, anchor, rotation, m_currentTick); return m_buildingSystem->place(m_factoryState, type, anchor, rotation, m_currentTick);
} }
void Simulation::deconstruct(BuildingId id) void Simulation::deconstruct(BuildingId id)
{ {
m_buildingBlocksStock += m_buildingSystem->deconstruct(m_factoryState, id, m_currentTick); m_buildingSystem->deconstruct(m_factoryState, id, m_currentTick);
} }
void Simulation::cancelDeconstruction(BuildingId id) void Simulation::cancelDeconstruction(BuildingId id)

View File

@@ -196,7 +196,6 @@ private:
Tick m_currentTick; Tick m_currentTick;
Tick m_nextDepartureTick; Tick m_nextDepartureTick;
BuildingId m_nextBuildingId; BuildingId m_nextBuildingId;
int m_buildingBlocksStock;
int m_expansionsPurchased = 0; // REQ-EXP-COST formula variable x int m_expansionsPurchased = 0; // REQ-EXP-COST formula variable x
bool m_gameOver = false; bool m_gameOver = false;
bool m_isWon = false; bool m_isWon = false;

View File

@@ -60,7 +60,6 @@ struct Fixture
FactoryState state = makeFactoryState(cfg); FactoryState state = makeFactoryState(cfg);
BeltSystem belts; BeltSystem belts;
BuildingId nextBuildingId; BuildingId nextBuildingId;
int stock;
std::mt19937 rng; std::mt19937 rng;
EntityAdmin admin; EntityAdmin admin;
BuildingSystem buildings; BuildingSystem buildings;
@@ -79,11 +78,9 @@ struct Fixture
: cfg(loadTestConfig()) : cfg(loadTestConfig())
, belts(cfg.world.beltSpeed_tps) , belts(cfg.world.beltSpeed_tps)
, nextBuildingId(1) , nextBuildingId(1)
, stock(0)
, rng(42) , rng(42)
, buildings(cfg, belts, , buildings(cfg, belts,
[this]() { return nextBuildingId++; }, [this]() { return nextBuildingId++; },
[this](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; }, [](const std::string&) -> bool { return true; },
rng) rng)

View File

@@ -58,12 +58,12 @@ static Port westPort(QPoint tile)
// Run N full sim ticks: construction, belt-pull, production, belt-push, belt tick. // Run N full sim ticks: construction, belt-pull, production, belt-push, belt tick.
static void runTicks(BuildingSystem& bs, const GameConfig& cfg, FactoryState& state_bs, static void runTicks(BuildingSystem& bs, const GameConfig& cfg, FactoryState& state_bs,
BeltSystem& belts, int& stock, int n, Tick& tick) BeltSystem& belts, int n, Tick& tick)
{ {
for (int i = 0; i < n; ++i) for (int i = 0; i < n; ++i)
{ {
ConstructionSystem(cfg).tick(state_bs, belts, tick); ConstructionSystem(cfg).tick(state_bs, belts, tick);
DeconstructionSystem(cfg, [&stock](int n) { stock += n; }).tick(state_bs, tick); DeconstructionSystem(cfg).tick(state_bs, tick);
bs.tickBeltPull(state_bs); bs.tickBeltPull(state_bs);
bs.tickProduction(state_bs, tick); bs.tickProduction(state_bs, tick);
bs.tickOutputBelts(state_bs); bs.tickOutputBelts(state_bs);
@@ -98,11 +98,17 @@ struct PlacementFixture
GameConfig cfg = loadTestConfig(); GameConfig cfg = loadTestConfig();
FactoryState state = makeFactoryState(cfg); FactoryState state = makeFactoryState(cfg);
BeltSystem belts; BeltSystem belts;
int stock = 0;
std::mt19937 rng{0}; std::mt19937 rng{0};
BuildingId nextBuildingId = 1; BuildingId nextBuildingId = 1;
BuildingSystem bs; BuildingSystem bs;
// Blocks credited back since the run began. The state is seeded with the configured
// starting stock (FactoryState.h), so a refund reads as a delta rather than a total.
int getRefundedBlocks() const
{
return state.buildingBlocksStock - cfg.world.startingBuildingBlocks;
}
// Defaults to the configured belt speed; pass kFastBeltSpeed_tps where the test // Defaults to the configured belt speed; pass kFastBeltSpeed_tps where the test
// needs items to arrive immediately. Everything counts as unlocked unless the test // needs items to arrive immediately. Everything counts as unlocked unless the test
// says otherwise, which is what the output-group eligibility rule turns on // says otherwise, which is what the output-group eligibility rule turns on
@@ -113,7 +119,6 @@ struct PlacementFixture
: belts(beltSpeed_tps.value_or(cfg.world.beltSpeed_tps)) : belts(beltSpeed_tps.value_or(cfg.world.beltSpeed_tps))
, bs(cfg, belts, , bs(cfg, belts,
[this]() { return nextBuildingId++; }, [this]() { return nextBuildingId++; },
[this](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
isItemUnlocked ? std::move(isItemUnlocked) isItemUnlocked ? std::move(isItemUnlocked)
: std::function<bool(const std::string&)>( : std::function<bool(const std::string&)>(
@@ -255,7 +260,7 @@ TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem after con
// Complete construction (1 s). // Complete construction (1 s).
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(1.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
REQUIRE(f.belts.tryPutItem(QPoint(5, 5), makeItem("iron_ore"), Rotation::East)); REQUIRE(f.belts.tryPutItem(QPoint(5, 5), makeItem("iron_ore"), Rotation::East));
REQUIRE(getAllBuildings(f.state).size() == 1); REQUIRE(getAllBuildings(f.state).size() == 1);
@@ -283,9 +288,9 @@ 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).
const int refund = f.bs.deconstruct(f.state, id, 0); f.bs.deconstruct(f.state, id, 0);
REQUIRE(refund == 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)));
REQUIRE(getAllSites(f.state).empty()); REQUIRE(getAllSites(f.state).empty());
} }
@@ -324,7 +329,7 @@ TEST_CASE("BuildingSystem: construction completes after configured duration", "[
// Miner construction_time_seconds = 10. completesAt = secondsToTicks(10) = 300. // Miner construction_time_seconds = 10. completesAt = secondsToTicks(10) = 300.
// We need to process tick 300 itself, so run 301 ticks (ticks 0..300). // We need to process tick 300 itself, so run 301 ticks (ticks 0..300).
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(10.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
REQUIRE(getAllSites(f.state).empty()); REQUIRE(getAllSites(f.state).empty());
REQUIRE(findBuilding(f.state, id) != nullptr); REQUIRE(findBuilding(f.state, id) != nullptr);
@@ -339,7 +344,7 @@ static void runUntilBuilt(PlacementFixture& f, BuildingId id, Tick& tick)
{ {
for (int i = 0; i < 100000 && findBuilding(f.state, id) == nullptr; ++i) for (int i = 0; i < 100000 && findBuilding(f.state, id) == nullptr; ++i)
{ {
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, 1, tick);
} }
REQUIRE(findBuilding(f.state, id) != nullptr); REQUIRE(findBuilding(f.state, id) != nullptr);
} }
@@ -356,18 +361,17 @@ 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).
const int refund = f.bs.deconstruct(f.state, id, tick); f.bs.deconstruct(f.state, id, tick);
REQUIRE(refund == 0);
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.stock == 0); REQUIRE(f.getRefundedBlocks() == 0);
// After the deconstruction time (0.1s = 3 ticks) it is removed and the partial // After the deconstruction time (0.1s = 3 ticks) it is removed and the partial
// refund (15 * 75 / 100 = 11) is credited exactly once. // refund (15 * 75 / 100 = 11) is credited exactly once.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(0.1)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(0.1)) + 1, tick);
REQUIRE(findBuilding(f.state, id) == nullptr); REQUIRE(findBuilding(f.state, id) == nullptr);
REQUIRE_FALSE(isTileOccupied(f.state, QPoint(0, 0))); REQUIRE_FALSE(isTileOccupied(f.state, QPoint(0, 0)));
REQUIRE(f.stock == 15 * f.cfg.world.refundPercentage / 100); REQUIRE(f.getRefundedBlocks() == 15 * f.cfg.world.refundPercentage / 100);
} }
TEST_CASE("BuildingSystem: deconstruction queue removes one building at a time", "[building][decon]") TEST_CASE("BuildingSystem: deconstruction queue removes one building at a time", "[building][decon]")
@@ -388,16 +392,16 @@ TEST_CASE("BuildingSystem: deconstruction queue removes one building at a time",
// After one deconstruction interval only the front building is gone; the // After one deconstruction interval only the front building is gone; the
// second is still queued and its refund not yet credited. // second is still queued and its refund not yet credited.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(0.1)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(0.1)) + 1, tick);
REQUIRE(findBuilding(f.state, a) == nullptr); REQUIRE(findBuilding(f.state, a) == nullptr);
REQUIRE(findBuilding(f.state, b) != nullptr); REQUIRE(findBuilding(f.state, b) != nullptr);
REQUIRE(isQueuedForDeconstruction(f.state, b)); REQUIRE(isQueuedForDeconstruction(f.state, b));
REQUIRE(f.stock == 15 * f.cfg.world.refundPercentage / 100); REQUIRE(f.getRefundedBlocks() == 15 * f.cfg.world.refundPercentage / 100);
// The second drains next. // The second drains next.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(0.1)) + 2, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(0.1)) + 2, tick);
REQUIRE(findBuilding(f.state, b) == nullptr); REQUIRE(findBuilding(f.state, b) == nullptr);
REQUIRE(f.stock == 2 * (15 * f.cfg.world.refundPercentage / 100)); REQUIRE(f.getRefundedBlocks() == 2 * (15 * f.cfg.world.refundPercentage / 100));
} }
TEST_CASE("BuildingSystem: cancelling deconstruction resumes the building with no refund", TEST_CASE("BuildingSystem: cancelling deconstruction resumes the building with no refund",
@@ -418,12 +422,12 @@ TEST_CASE("BuildingSystem: cancelling deconstruction resumes the building with n
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)));
REQUIRE(f.stock == 0); REQUIRE(f.getRefundedBlocks() == 0);
// It is never removed even after more than a deconstruction interval passes. // It is never removed even after more than a deconstruction interval passes.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(0.1)) + 5, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(0.1)) + 5, tick);
REQUIRE(findBuilding(f.state, id) != nullptr); REQUIRE(findBuilding(f.state, id) != nullptr);
REQUIRE(f.stock == 0); REQUIRE(f.getRefundedBlocks() == 0);
} }
TEST_CASE("BuildingSystem: queued belt stops transporting; cancel restores it", "[building][decon]") TEST_CASE("BuildingSystem: queued belt stops transporting; cancel restores it", "[building][decon]")
@@ -480,7 +484,7 @@ TEST_CASE("BuildingSystem: second building starts after first completes", "[buil
// Process through tick 300 to complete first miner's construction. // Process through tick 300 to complete first miner's construction.
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(10.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
REQUIRE(getAllSites(f.state).size() == 1); REQUIRE(getAllSites(f.state).size() == 1);
REQUIRE(getAllSites(f.state).front().id == id2); REQUIRE(getAllSites(f.state).front().id == id2);
@@ -501,7 +505,7 @@ TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[bui
Tick tick = 0; Tick tick = 0;
// Construction completes on tick 300; production cycle starts tick 300, // Construction completes on tick 300; production cycle starts tick 300,
// completes on tick 330. Process through tick 330: 331 ticks total. // completes on tick 330. Process through tick 330: 331 ticks total.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(10.0)) + static_cast<int>(secondsToTicks(1.0)) + 1, static_cast<int>(secondsToTicks(10.0)) + static_cast<int>(secondsToTicks(1.0)) + 1,
tick); tick);
@@ -527,7 +531,7 @@ TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]")
// (completesAt=360). Cycle 2 completes at tick 360: deposit item -> 2 items held, // (completesAt=360). Cycle 2 completes at tick 360: deposit item -> 2 items held,
// which fills the buffer (capacity 2), so cycle 3 cannot start. // which fills the buffer (capacity 2), so cycle 3 cannot start.
// Need to process through tick 360: 361 ticks total. // Need to process through tick 360: 361 ticks total.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(10.0)) static_cast<int>(secondsToTicks(10.0))
+ 2 * static_cast<int>(secondsToTicks(1.0)) + 1, + 2 * static_cast<int>(secondsToTicks(1.0)) + 1,
tick); tick);
@@ -556,7 +560,7 @@ TEST_CASE("BuildingSystem: the next cycle starts on the tick the last one comple
Tick tick = 0; Tick tick = 0;
// Construction completes at tick 300 and cycle 1 starts in that same tick. // Construction completes at tick 300 and cycle 1 starts in that same tick.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(10.0)) + 1, tick); static_cast<int>(secondsToTicks(10.0)) + 1, tick);
const Building* b = findBuilding(f.state, id); const Building* b = findBuilding(f.state, id);
REQUIRE(b != nullptr); REQUIRE(b != nullptr);
@@ -565,7 +569,7 @@ TEST_CASE("BuildingSystem: the next cycle starts on the tick the last one comple
// Process up to and including that completion tick: the next cycle is already // Process up to and including that completion tick: the next cycle is already
// running, due exactly one duration later rather than one duration plus a tick. // running, due exactly one duration later rather than one duration plus a tick.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(cycleTicks), tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(cycleTicks), tick);
b = findBuilding(f.state, id); b = findBuilding(f.state, id);
REQUIRE(b->getOutputItemCount() == 1); REQUIRE(b->getOutputItemCount() == 1);
REQUIRE(b->production.has_value()); REQUIRE(b->production.has_value());
@@ -577,7 +581,7 @@ TEST_CASE("BuildingSystem: the next cycle starts on the tick the last one comple
building.outputBuffer.items.clear(); building.outputBuffer.items.clear();
for (std::vector<BeltItemSlot>& lane : building.emergingItems) { lane.clear(); } for (std::vector<BeltItemSlot>& lane : building.emergingItems) { lane.clear(); }
}); });
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(cycleTicks), tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(cycleTicks), tick);
b = findBuilding(f.state, id); b = findBuilding(f.state, id);
REQUIRE(b->production.has_value()); REQUIRE(b->production.has_value());
REQUIRE(b->production->completesAt == firstCompletesAt + 2 * cycleTicks); REQUIRE(b->production->completesAt == firstCompletesAt + 2 * cycleTicks);
@@ -601,10 +605,10 @@ TEST_CASE("BuildingSystem: productionBuildingCount excludes construction sites",
// The queue builds one at a time: miner (10s) completes at tick 300, then // The queue builds one at a time: miner (10s) completes at tick 300, then
// the smelter (15s) starts and completes at tick 300 + 450 = 750. // the smelter (15s) starts and completes at tick 300 + 450 = 750.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(10.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
REQUIRE(getProductionBuildingCount(f.state) == 1); REQUIRE(getProductionBuildingCount(f.state) == 1);
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(15.0)), tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(15.0)), tick);
REQUIRE(getProductionBuildingCount(f.state) == 2); REQUIRE(getProductionBuildingCount(f.state) == 2);
// Neither is producing yet: the miner has no recipe selected, and the // Neither is producing yet: the miner has no recipe selected, and the
@@ -612,7 +616,7 @@ TEST_CASE("BuildingSystem: productionBuildingCount excludes construction sites",
REQUIRE(getActiveProductionBuildingCount(f.state) == 0); REQUIRE(getActiveProductionBuildingCount(f.state) == 0);
f.bs.setRecipe(f.state, minerId, "mine_iron_ore"); f.bs.setRecipe(f.state, minerId, "mine_iron_ore");
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, 1, tick);
REQUIRE(getActiveProductionBuildingCount(f.state) == 1); REQUIRE(getActiveProductionBuildingCount(f.state) == 1);
} }
@@ -629,12 +633,12 @@ TEST_CASE("BuildingSystem: activeProductionBuildingCount tracks production cycle
REQUIRE(getActiveProductionBuildingCount(f.state) == 0); REQUIRE(getActiveProductionBuildingCount(f.state) == 0);
// Construction completes at tick 300; cycle 1 starts the same tick (completesAt=330). // Construction completes at tick 300; cycle 1 starts the same tick (completesAt=330).
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(10.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
REQUIRE(getActiveProductionBuildingCount(f.state) == 1); REQUIRE(getActiveProductionBuildingCount(f.state) == 1);
// Run cycles 1 and 2 to completion (1s each); cycle 3 stalls once the // Run cycles 1 and 2 to completion (1s each); cycle 3 stalls once the
// output buffer (capacity 2) is full (REQ-MAT-OUTPUT-BUFFER). // output buffer (capacity 2) is full (REQ-MAT-OUTPUT-BUFFER).
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 2 * static_cast<int>(secondsToTicks(1.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, 2 * static_cast<int>(secondsToTicks(1.0)) + 1, tick);
const Building* b = findBuilding(f.state, id); const Building* b = findBuilding(f.state, id);
REQUIRE(b != nullptr); REQUIRE(b != nullptr);
@@ -661,7 +665,7 @@ TEST_CASE("BuildingSystem: smelter input buffer fills from adjacent west-flowing
// Complete construction (15s → tick 450+1 = 451 ticks). // Complete construction (15s → tick 450+1 = 451 ticks).
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(15.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(15.0)) + 1, tick);
REQUIRE(findBuilding(f.state, sid)->recipeId.empty()); REQUIRE(findBuilding(f.state, sid)->recipeId.empty());
// Place west-flowing belt at (2,0): belt flows West, delivers to smelter. // Place west-flowing belt at (2,0): belt flows West, delivers to smelter.
@@ -685,9 +689,9 @@ TEST_CASE("BuildingSystem: smelter input buffer fills from adjacent west-flowing
REQUIRE(b->pendingInputCount(ItemType{"iron_ore"}) >= 1); REQUIRE(b->pendingInputCount(ItemType{"iron_ore"}) >= 1);
} }
// An accepted input item travels inward on its input belt before it becomes usable // An accepted input item travels inward on its input belt before it becomes usable:
// f.stock: it is reserved (counts against the cap) on entry and only enters the // it is reserved (counts against the cap) on entry and only enters the buffer on
// buffer on reaching the tile centre (REQ-MAT-INPUT-INTAKE). // reaching the tile centre (REQ-MAT-INPUT-INTAKE).
TEST_CASE("BuildingSystem: accepted input travels inward before entering the buffer", TEST_CASE("BuildingSystem: accepted input travels inward before entering the buffer",
"[building]") "[building]")
{ {
@@ -695,7 +699,7 @@ TEST_CASE("BuildingSystem: accepted input travels inward before entering the buf
const BuildingId sid = f.bs.place(f.state, BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0).value(); const BuildingId sid = f.bs.place(f.state, BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0).value();
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(15.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(15.0)) + 1, tick);
f.belts.placeBelt(QPoint(2, 0), Rotation::West); f.belts.placeBelt(QPoint(2, 0), Rotation::West);
f.belts.tryPutItem(QPoint(2, 0), makeItem("iron_ore")); f.belts.tryPutItem(QPoint(2, 0), makeItem("iron_ore"));
@@ -727,7 +731,7 @@ TEST_CASE("BuildingSystem: input reservation caps buffered plus in-transit at th
const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant, const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant,
QPoint(0, 0), Rotation::East, 0).value(); QPoint(0, 0), Rotation::East, 0).value();
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(25.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(25.0)) + 1, tick);
// Feed scrap via an input belt without ever running production (only pull), so // Feed scrap via an input belt without ever running production (only pull), so
// the buffer fills and stays full. Try to over-fill it well past the cap. // the buffer fills and stays full. Try to over-fill it well past the cap.
@@ -759,7 +763,7 @@ TEST_CASE("BuildingSystem: smelter auto-smelts ore without a recipe selection",
const BuildingId sid = f.bs.place(f.state, BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0).value(); const BuildingId sid = f.bs.place(f.state, BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0).value();
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(15.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(15.0)) + 1, tick);
// Feed 2 iron_ore (the test-config iron_ingot recipe needs 2) via a // Feed 2 iron_ore (the test-config iron_ingot recipe needs 2) via a
// west-flowing belt at input port (2,0). // west-flowing belt at input port (2,0).
@@ -772,7 +776,7 @@ TEST_CASE("BuildingSystem: smelter auto-smelts ore without a recipe selection",
} }
// iron_ingot recipe cycle is 2s; run to completion. // iron_ingot recipe cycle is 2s; run to completion.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(2.0)) + 2, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(2.0)) + 2, tick);
const Building* b = findBuilding(f.state, sid); const Building* b = findBuilding(f.state, sid);
REQUIRE(b != nullptr); REQUIRE(b != nullptr);
@@ -795,7 +799,7 @@ TEST_CASE("BuildingSystem: mixed ore on one belt leaves the smelter on the first
const BuildingId sid = f.bs.place(f.state, BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0).value(); const BuildingId sid = f.bs.place(f.state, BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0).value();
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(15.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(15.0)) + 1, tick);
// Feed 1 iron_ore, then 2 copper_ore, via the west-flowing input belt. // Feed 1 iron_ore, then 2 copper_ore, via the west-flowing input belt.
f.belts.placeBelt(QPoint(2, 0), Rotation::West); f.belts.placeBelt(QPoint(2, 0), Rotation::West);
@@ -807,7 +811,7 @@ TEST_CASE("BuildingSystem: mixed ore on one belt leaves the smelter on the first
f.bs.tickBeltPull(f.state); f.bs.tickBeltPull(f.state);
} }
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(2.5)) + 2, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(2.5)) + 2, tick);
const Building* b = findBuilding(f.state, sid); const Building* b = findBuilding(f.state, sid);
REQUIRE(b != nullptr); REQUIRE(b != nullptr);
@@ -845,13 +849,13 @@ TEST_CASE("BuildingSystem: miner output buffer drains onto adjacent belt", "[bui
Tick tick = 0; Tick tick = 0;
// Construction (10s) + 1 production cycle (1s) + 1 extra tick. // Construction (10s) + 1 production cycle (1s) + 1 extra tick.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(10.0)) + static_cast<int>(secondsToTicks(1.0)) + 1, static_cast<int>(secondsToTicks(10.0)) + static_cast<int>(secondsToTicks(1.0)) + 1,
tick); tick);
// Item should have been pushed onto the belt this tick or a subsequent one. // Item should have been pushed onto the belt this tick or a subsequent one.
// Run one more tick to ensure tickBeltPush fires after the deposit tick. // Run one more tick to ensure tickBeltPush fires after the deposit tick.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, 1, tick);
const std::optional<Item> item = f.belts.tryTakeItem(eastPort(QPoint(1, 1))); const std::optional<Item> item = f.belts.tryTakeItem(eastPort(QPoint(1, 1)));
REQUIRE(item.has_value()); REQUIRE(item.has_value());
@@ -876,7 +880,7 @@ TEST_CASE("BuildingSystem: output port couples directly into an adjacent input p
Tick tick = 0; Tick tick = 0;
// Smelter build (15s) + margin for coupling and a smelt cycle. // Smelter build (15s) + margin for coupling and a smelt cycle.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(30.0)), tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(30.0)), tick);
const Building* smelter = findBuilding(f.state, smelterId); const Building* smelter = findBuilding(f.state, smelterId);
REQUIRE(smelter != nullptr); REQUIRE(smelter != nullptr);
@@ -905,7 +909,7 @@ TEST_CASE("BuildingSystem: direct coupling to a non-consumer leaves the item stu
Tick tick = 0; Tick tick = 0;
// Both miners build sequentially (10s each), then the producer runs and jams. // Both miners build sequentially (10s each), then the producer runs and jams.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(25.0)), tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(25.0)), tick);
const Building* miner = findBuilding(f.state, minerId); const Building* miner = findBuilding(f.state, minerId);
const Building* sink = findBuilding(f.state, sinkId); const Building* sink = findBuilding(f.state, sinkId);
@@ -931,7 +935,7 @@ TEST_CASE("BuildingSystem: setRecipe clears output buffer and active production"
Tick tick = 0; Tick tick = 0;
// Run until first item is in output buffer. // Run until first item is in output buffer.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(10.0)) + static_cast<int>(secondsToTicks(1.0)) + 1, static_cast<int>(secondsToTicks(10.0)) + static_cast<int>(secondsToTicks(1.0)) + 1,
tick); tick);
@@ -996,9 +1000,8 @@ TEST_CASE("BuildingSystem: a single-group recipe consumes no randomness", "[buil
advanced.bs.setRecipe(advanced.state, b, "mine_iron_ore"); advanced.bs.setRecipe(advanced.state, b, "mine_iron_ore");
const int ticks = static_cast<int>(secondsToTicks(10.0)) + 40; const int ticks = static_cast<int>(secondsToTicks(10.0)) + 40;
runTicks(quiet.bs, quiet.cfg, quiet.state, quiet.belts, quiet.stock, ticks, tickA); runTicks(quiet.bs, quiet.cfg, quiet.state, quiet.belts, ticks, tickA);
runTicks(advanced.bs, advanced.cfg, advanced.state, advanced.belts, advanced.stock, runTicks(advanced.bs, advanced.cfg, advanced.state, advanced.belts, ticks, tickB);
ticks, tickB);
const Building* minerA = findBuilding(quiet.state, a); const Building* minerA = findBuilding(quiet.state, a);
const Building* minerB = findBuilding(advanced.state, b); const Building* minerB = findBuilding(advanced.state, b);
@@ -1055,7 +1058,7 @@ TEST_CASE("BuildingSystem: a group with a locked item is never picked", "[buildi
Tick tick = 0; Tick tick = 0;
const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant, const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant,
QPoint(0, 0), Rotation::East, 0).value(); QPoint(0, 0), Rotation::East, 0).value();
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(25.0)) + 1, tick); static_cast<int>(secondsToTicks(25.0)) + 1, tick);
f.bs.setRecipe(f.state, id, "reprocessing_cycle"); f.bs.setRecipe(f.state, id, "reprocessing_cycle");
@@ -1071,7 +1074,7 @@ TEST_CASE("BuildingSystem: a group with a locked item is never picked", "[buildi
building.outputBuffer.items.clear(); building.outputBuffer.items.clear();
for (std::vector<BeltItemSlot>& lane : building.emergingItems) { lane.clear(); } for (std::vector<BeltItemSlot>& lane : building.emergingItems) { lane.clear(); }
}); });
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(3.0)) + 1, tick); static_cast<int>(secondsToTicks(3.0)) + 1, tick);
for (const Item& item : outputSideItems(*findBuilding(f.state, id))) for (const Item& item : outputSideItems(*findBuilding(f.state, id)))
@@ -1093,7 +1096,7 @@ TEST_CASE("BuildingSystem: reprocessing plant sizes one output buffer per possib
// Complete construction (25s). // Complete construction (25s).
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(25.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(25.0)) + 1, tick);
// A plant holds no buffers until it has a recipe (REQ-BLD-AUTO-RECIPE); selecting // A plant holds no buffers until it has a recipe (REQ-BLD-AUTO-RECIPE); selecting
// one sizes them, exactly as the first scrap offered to it would. // one sizes them, exactly as the first scrap offered to it would.
@@ -1123,7 +1126,7 @@ TEST_CASE("BuildingSystem: one full output buffer stops the plant even when the
const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant, const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant,
QPoint(0, 0), Rotation::East, 0).value(); QPoint(0, 0), Rotation::East, 0).value();
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(25.0)) + 1, tick); static_cast<int>(secondsToTicks(25.0)) + 1, tick);
// Feed a full cycle's scrap (5) so only the output side can hold it back. // Feed a full cycle's scrap (5) so only the output side can hold it back.
@@ -1145,7 +1148,7 @@ TEST_CASE("BuildingSystem: one full output buffer stops the plant even when the
} }
}); });
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 5, tick); runTicks(f.bs, f.cfg, f.state, f.belts, 5, tick);
const Building* b = findBuilding(f.state, id); const Building* b = findBuilding(f.state, id);
REQUIRE(b != nullptr); REQUIRE(b != nullptr);
@@ -1170,7 +1173,7 @@ TEST_CASE("BuildingSystem: reprocessing plant runs a second cycle while holding
const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant, const BuildingId id = f.bs.place(f.state, BuildingType::ReprocessingPlant,
QPoint(0, 0), Rotation::East, 0).value(); QPoint(0, 0), Rotation::East, 0).value();
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(25.0)) + 1, tick); static_cast<int>(secondsToTicks(25.0)) + 1, tick);
// Two cycles' worth of scrap (5 each), which is exactly the input cap. // Two cycles' worth of scrap (5 each), which is exactly the input cap.
@@ -1185,7 +1188,7 @@ TEST_CASE("BuildingSystem: reprocessing plant runs a second cycle while holding
// No belt carries the output away, so the first cycle's result is still held. // No belt carries the output away, so the first cycle's result is still held.
// reprocessing_cycle runs 3s; run through the completion tick. // reprocessing_cycle runs 3s; run through the completion tick.
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(3.0)) + 1, tick); static_cast<int>(secondsToTicks(3.0)) + 1, tick);
const Building* b = findBuilding(f.state, id); const Building* b = findBuilding(f.state, id);
@@ -1206,7 +1209,7 @@ static BuildingId buildSmelter(PlacementFixture& f, QPoint anchor, Tick& tick)
{ {
const BuildingId id = const BuildingId id =
f.bs.place(f.state, BuildingType::Smelter, anchor, Rotation::East, 0).value(); f.bs.place(f.state, BuildingType::Smelter, anchor, Rotation::East, 0).value();
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, runTicks(f.bs, f.cfg, f.state, f.belts,
static_cast<int>(secondsToTicks(15.0)) + 1, tick); static_cast<int>(secondsToTicks(15.0)) + 1, tick);
return id; return id;
} }
@@ -1291,7 +1294,7 @@ TEST_CASE("BuildingSystem: selecting a different recipe frees a stuck auto-recip
f.belts.tryPutItem(QPoint(2, 0), makeItem("iron_ore")); f.belts.tryPutItem(QPoint(2, 0), makeItem("iron_ore"));
f.belts.tick(); f.belts.tick();
f.bs.tickBeltPull(f.state); f.bs.tickBeltPull(f.state);
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 30, tick); runTicks(f.bs, f.cfg, f.state, f.belts, 30, tick);
const Building* stuck = findBuilding(f.state, id); const Building* stuck = findBuilding(f.state, id);
REQUIRE(stuck->recipeId == "iron_ingot"); REQUIRE(stuck->recipeId == "iron_ingot");
@@ -1339,7 +1342,7 @@ TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then sta
// Complete construction (25s). // Complete construction (25s).
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(25.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(25.0)) + 1, tick);
// Feed 5 scrap into the building via a belt at an input port. // Feed 5 scrap into the building via a belt at an input port.
// Reprocessing plant body (East rotation) = 3×3 at (0,0). // Reprocessing plant body (East rotation) = 3×3 at (0,0).
@@ -1361,7 +1364,7 @@ TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then sta
} }
// Run production cycle (3s = 90 ticks + 1 for the completion tick). // Run production cycle (3s = 90 ticks + 1 for the completion tick).
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(3.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(3.0)) + 1, tick);
const Building* b = findBuilding(f.state, id); const Building* b = findBuilding(f.state, id);
REQUIRE(b != nullptr); REQUIRE(b != nullptr);
@@ -1405,7 +1408,7 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the building id for a
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();
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(1.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
REQUIRE(getAllSites(f.state).empty()); REQUIRE(getAllSites(f.state).empty());
const std::optional<BuildingId> result = const std::optional<BuildingId> result =
@@ -1805,7 +1808,7 @@ TEST_CASE("BuildingSystem: rotateInPlace updates rotation and output port direct
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();
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(1.0)) + 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
REQUIRE(findBuilding(f.state, id) != nullptr); REQUIRE(findBuilding(f.state, id) != nullptr);
const Building& before = *findBuilding(f.state, id); const Building& before = *findBuilding(f.state, id);
@@ -1826,7 +1829,7 @@ TEST_CASE("BuildingSystem: rotateInPlace re-registers a belt tile with BeltSyste
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();
Tick tick = 0; Tick tick = 0;
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast<int>(secondsToTicks(1.0)) + 1, tick); runTicks(f.bs, 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, id, Rotation::North);
@@ -1846,7 +1849,7 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the output filters of a split
Tick tick = 0; Tick tick = 0;
while (getAllBuildings(f.state).empty() && tick < 100000) while (getAllBuildings(f.state).empty() && tick < 100000)
{ {
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, 1, tick);
} }
REQUIRE(getAllBuildings(f.state).size() == 1); REQUIRE(getAllBuildings(f.state).size() == 1);
@@ -1891,7 +1894,7 @@ TEST_CASE("BuildingSystem: splitter filters configured on a construction site ca
Tick tick = 0; Tick tick = 0;
while (getAllBuildings(f.state).empty() && tick < 100000) while (getAllBuildings(f.state).empty() && tick < 100000)
{ {
runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 1, tick); runTicks(f.bs, f.cfg, f.state, f.belts, 1, tick);
} }
REQUIRE(getAllBuildings(f.state).size() == 1); REQUIRE(getAllBuildings(f.state).size() == 1);
REQUIRE(getAllBuildings(f.state)[0].type == BuildingType::Splitter); REQUIRE(getAllBuildings(f.state)[0].type == BuildingType::Splitter);
@@ -2199,11 +2202,11 @@ namespace
// Advances the sim until the given site becomes an operational building, or a // Advances the sim until the given site becomes an operational building, or a
// safety cap is reached. // safety cap is reached.
void buildToCompletion(BuildingSystem& bs, const GameConfig& cfg, FactoryState& state, void buildToCompletion(BuildingSystem& bs, const GameConfig& cfg, FactoryState& state,
BeltSystem& belts, int& stock, BuildingId id, Tick& tick) BeltSystem& belts, BuildingId id, Tick& tick)
{ {
for (int i = 0; i < 20000 && findBuilding(state, id) == nullptr; ++i) for (int i = 0; i < 20000 && findBuilding(state, id) == nullptr; ++i)
{ {
runTicks(bs, cfg, state, belts, stock, 1, tick); runTicks(bs, cfg, state, belts, 1, tick);
} }
} }
} }
@@ -2238,7 +2241,7 @@ TEST_CASE("BuildingSystem: getInputPorts matches between a site and the built bu
const BuildingId id = f.bs.place(f.state, BuildingType::Miner, QPoint(0, 0), Rotation::East, 0).value(); const BuildingId id = f.bs.place(f.state, BuildingType::Miner, QPoint(0, 0), Rotation::East, 0).value();
const std::vector<Port> sitePorts = getInputPorts(f.state, f.cfg, id); const std::vector<Port> sitePorts = getInputPorts(f.state, f.cfg, id);
buildToCompletion(f.bs, f.cfg, f.state, f.belts, f.stock, id, tick); buildToCompletion(f.bs, f.cfg, f.state, f.belts, id, tick);
REQUIRE(findBuilding(f.state, id) != nullptr); REQUIRE(findBuilding(f.state, id) != nullptr);
const std::vector<Port> builtPorts = getInputPorts(f.state, f.cfg, id); const std::vector<Port> builtPorts = getInputPorts(f.state, f.cfg, id);

View File

@@ -69,7 +69,6 @@ struct CombatFixture
, ships(cfg, admin) , ships(cfg, admin)
, buildings(cfg, belts, , buildings(cfg, belts,
[this]() { return nextBuildingId++; }, [this]() { return nextBuildingId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {}, [](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
[](const std::string&) -> bool { return true; }, [](const std::string&) -> bool { return true; },
rng) rng)