extract the production rules as free functions over config and building
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@@ -16,6 +16,7 @@
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#include "BeltSystem.h"
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#include "Building.h"
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#include "FactoryState.h"
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#include "ProductionRules.h"
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#include "BuildingType.h"
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#include "BuildingId.h"
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#include "GameConfig.h"
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@@ -27,18 +28,6 @@
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class Hasher;
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// Production state of a building for the UI status light (REQ-UI-STATUS-LIGHT).
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// The simulation owns the classification so it stays in sync with the
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// production-cycle predicates (REQ-MAT-CYCLE); the UI maps each value to a fill
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// color.
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enum class ProductionStatus
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{
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Unconfigured, // no recipe/schematic selected (grey)
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Producing, // a production cycle is active (green)
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Starved, // idle: a required input is missing / Salvage Bay empty (red)
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Blocked, // idle: output buffer full, inputs otherwise present (yellow)
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};
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// Manages building placement, construction queuing, and the per-tick
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// production loop (belt→building pull, production, building→belt push).
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// All types including Belt and Splitter are stored as Building instances;
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@@ -150,7 +139,6 @@ public:
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// nullopt for building types that show no light (belts, splitters, tunnels,
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// HQ, defence stations). The Salvage Bay is a two-state special case:
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// Producing while its output buffer holds scrap, Starved when empty.
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std::optional<ProductionStatus> getProductionStatus(const Building& building) const;
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std::vector<BeltTileInfo> getAllBeltTiles() const;
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// Visits every item currently emerging from a building output port on its
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@@ -245,17 +233,12 @@ private:
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// building (Smelter, Reprocessing Plant) offers every recipe of its type with
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// inputs; other buildings offer only their selected recipe. Shared by
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// tickProduction and the status classifier (REQ-MAT-CYCLE, REQ-UI-STATUS-LIGHT).
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std::vector<const RecipeDef*> gatherCandidateRecipes(const Building& b) const;
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// True if every input of `recipe` is present in `b`'s input buffers in the
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// required per-cycle amount (REQ-MAT-CYCLE input check).
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bool recipeInputsAvailable(const Building& b,
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const RecipeDef& recipe) const;
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// Combined base + module materials a shipyard needs per ship (REQ-BLD-SHIPYARD).
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std::map<std::string, int> computeShipyardRequiredMaterials(const Building& b) const;
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// True if the building currently has all inputs/materials to start a cycle
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// (ignoring output-buffer space); drives the Starved/Blocked distinction of
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// the status light (REQ-UI-STATUS-LIGHT).
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bool hasInputsToStart(const Building& b) const;
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void initBuffers(Building& b, const RecipeDef& recipe) const;
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// Buffers for an auto-recipe building (Smelter, Reprocessing Plant): input
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