extract the production rules as free functions over config and building

This commit is contained in:
2026-08-05 06:49:15 +02:00
parent 58b94223f7
commit 9c3be0fbd0
7 changed files with 199 additions and 158 deletions

View File

@@ -7,6 +7,7 @@
#include <set>
#include "FactoryQueries.h"
#include "ProductionRules.h"
#include "PortGeometry.h"
#include "StateChecksum.h"
#include "SurfaceMask.h"
@@ -1008,7 +1009,7 @@ void BuildingSystem::tickProduction(Tick currentTick)
// are satisfied (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). Other buildings
// try only their selected recipe.
const std::vector<const RecipeDef*> candidates =
gatherCandidateRecipes(building);
gatherCandidateRecipes(m_config, building);
for (const RecipeDef* recipe : candidates)
{
@@ -1112,7 +1113,7 @@ void BuildingSystem::tickShipyardProduction(Tick currentTick)
// Build combined materials list (base + modules).
const std::map<std::string, int> requiredMaterials =
computeShipyardRequiredMaterials(building);
computeShipyardRequiredMaterials(m_config, building);
// Idle: check if all combined materials are available.
bool inputsOk = true;
@@ -1257,146 +1258,10 @@ void BuildingSystem::forEachIncomingItem(
// Queries
// ---------------------------------------------------------------------------
std::vector<const RecipeDef*>
BuildingSystem::gatherCandidateRecipes(const Building& b) const
{
std::vector<const RecipeDef*> candidates;
if (isAutoRecipeBuildingType(b.type))
{
for (const RecipeDef& r : m_config.recipes.recipes)
{
if (r.building == b.type && !r.inputs.empty())
{
candidates.push_back(&r);
}
}
}
else
{
const RecipeDef* recipe = m_config.recipes.findRecipeDef(b.recipeId, b.type);
if (recipe)
{
candidates.push_back(recipe);
}
}
return candidates;
}
bool BuildingSystem::recipeInputsAvailable(const Building& b,
const RecipeDef& recipe) const
{
for (const RecipeIngredient& ing : recipe.inputs)
{
const std::map<ItemType, int>::const_iterator it =
b.inputBuffer.counts.find(ItemType{ing.item});
const int have = (it != b.inputBuffer.counts.end()) ? it->second : 0;
if (have < ing.amount)
{
return false;
}
}
return true;
}
std::map<std::string, int>
BuildingSystem::computeShipyardRequiredMaterials(const Building& b) const
{
std::map<std::string, int> requiredMaterials;
const ShipDef* shipDef = m_config.ships.findShipDef(b.recipeId);
if (!shipDef)
{
return requiredMaterials;
}
for (const RecipeIngredient& ing : shipDef->schematic.materials)
{
requiredMaterials[ing.item] += ing.amount;
}
if (b.shipLayout.has_value())
{
for (const PlacedModule& pm : b.shipLayout->placedModules)
{
const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
if (!modDef)
{
continue;
}
for (const RecipeIngredient& ing : modDef->materials)
{
requiredMaterials[ing.item] += ing.amount;
}
}
}
return requiredMaterials;
}
bool BuildingSystem::hasInputsToStart(const Building& b) const
{
if (b.type == BuildingType::Shipyard)
{
const std::map<std::string, int> required =
computeShipyardRequiredMaterials(b);
for (const std::pair<const std::string, int>& req : required)
{
const std::map<ItemType, int>::const_iterator it =
b.inputBuffer.counts.find(ItemType{req.first});
const int have = (it != b.inputBuffer.counts.end()) ? it->second : 0;
if (have < req.second)
{
return false;
}
}
return true;
}
// Recipe buildings: startable if any candidate recipe's inputs are satisfied.
// A Miner recipe has no inputs, so an idle Miner is always startable and its
// only idle reason is a full output buffer.
for (const RecipeDef* recipe : gatherCandidateRecipes(b))
{
if (recipeInputsAvailable(b, *recipe))
{
return true;
}
}
return false;
}
std::optional<ProductionStatus>
BuildingSystem::getProductionStatus(const Building& building) const
{
// Salvage Bay has no recipe or production cycle (REQ-BLD-SALVAGE-BAY): it is
// "producing" while it holds scrap to push out, and starved when empty.
if (building.type == BuildingType::SalvageBay)
{
return building.getOutputItemCount() >= 1 ? ProductionStatus::Producing
: ProductionStatus::Starved;
}
// Only the five recipe/cycle production types show a status light besides the
// Salvage Bay; belts, splitters, tunnels, HQ, and stations show none.
if (!isProductionBuildingType(building.type))
{
return std::nullopt;
}
// Grey only applies to player-configured types; auto-recipe buildings
// (Smelter, Reprocessing Plant) always run an implicit recipe.
if (!isAutoRecipeBuildingType(building.type) && building.recipeId.empty())
{
return ProductionStatus::Unconfigured;
}
if (building.production.has_value())
{
return ProductionStatus::Producing;
}
// Idle: missing inputs (red) take precedence over a full output buffer
// (yellow). If inputs are present yet the building is idle, the only remaining
// reason it could not start a cycle is a full output buffer (REQ-MAT-CYCLE).
return hasInputsToStart(building) ? ProductionStatus::Blocked
: ProductionStatus::Starved;
}
std::vector<BuildingSystem::BeltTileInfo> BuildingSystem::getAllBeltTiles() const
{