extract the production rules as free functions over config and building
This commit is contained in:
142
src/lib/sim/ProductionRules.cpp
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142
src/lib/sim/ProductionRules.cpp
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#include "ProductionRules.h"
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#include "BuildingType.h"
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#include "ItemType.h"
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#include "ModulesConfig.h"
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#include "ShipsConfig.h"
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std::vector<const RecipeDef*>
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gatherCandidateRecipes(const GameConfig& config, const Building& b)
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{
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std::vector<const RecipeDef*> candidates;
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if (isAutoRecipeBuildingType(b.type))
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{
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for (const RecipeDef& r : config.recipes.recipes)
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{
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if (r.building == b.type && !r.inputs.empty())
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{
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candidates.push_back(&r);
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}
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}
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}
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else
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{
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const RecipeDef* recipe = config.recipes.findRecipeDef(b.recipeId, b.type);
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if (recipe)
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{
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candidates.push_back(recipe);
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}
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}
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return candidates;
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}
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bool recipeInputsAvailable(const Building& b, const RecipeDef& recipe)
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{
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for (const RecipeIngredient& ing : recipe.inputs)
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{
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const std::map<ItemType, int>::const_iterator it =
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b.inputBuffer.counts.find(ItemType{ing.item});
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const int have = (it != b.inputBuffer.counts.end()) ? it->second : 0;
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if (have < ing.amount)
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{
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return false;
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}
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}
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return true;
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}
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std::map<std::string, int>
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computeShipyardRequiredMaterials(const GameConfig& config, const Building& b)
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{
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std::map<std::string, int> requiredMaterials;
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const ShipDef* shipDef = config.ships.findShipDef(b.recipeId);
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if (!shipDef)
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{
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return requiredMaterials;
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}
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for (const RecipeIngredient& ing : shipDef->schematic.materials)
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{
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requiredMaterials[ing.item] += ing.amount;
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}
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if (b.shipLayout.has_value())
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{
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for (const PlacedModule& pm : b.shipLayout->placedModules)
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{
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const ModuleDef* modDef = config.modules.findModuleDef(pm.moduleId);
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if (!modDef)
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{
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continue;
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}
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for (const RecipeIngredient& ing : modDef->materials)
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{
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requiredMaterials[ing.item] += ing.amount;
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}
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}
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}
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return requiredMaterials;
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}
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bool hasInputsToStart(const GameConfig& config, const Building& b)
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{
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if (b.type == BuildingType::Shipyard)
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{
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const std::map<std::string, int> required =
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computeShipyardRequiredMaterials(config, b);
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for (const std::pair<const std::string, int>& req : required)
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{
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const std::map<ItemType, int>::const_iterator it =
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b.inputBuffer.counts.find(ItemType{req.first});
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const int have = (it != b.inputBuffer.counts.end()) ? it->second : 0;
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if (have < req.second)
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{
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return false;
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}
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}
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return true;
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}
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// Recipe buildings: startable if any candidate recipe's inputs are satisfied.
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// A Miner recipe has no inputs, so an idle Miner is always startable and its
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// only idle reason is a full output buffer.
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for (const RecipeDef* recipe : gatherCandidateRecipes(config, b))
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{
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if (recipeInputsAvailable(b, *recipe))
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{
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return true;
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}
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}
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return false;
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}
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std::optional<ProductionStatus>
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getProductionStatus(const GameConfig& config, const Building& building)
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{
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// Salvage Bay has no recipe or production cycle (REQ-BLD-SALVAGE-BAY): it is
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// "producing" while it holds scrap to push out, and starved when empty.
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if (building.type == BuildingType::SalvageBay)
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{
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return building.getOutputItemCount() >= 1 ? ProductionStatus::Producing
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: ProductionStatus::Starved;
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}
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// Only the five recipe/cycle production types show a status light besides the
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// Salvage Bay; belts, splitters, tunnels, HQ, and stations show none.
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if (!isProductionBuildingType(building.type))
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{
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return std::nullopt;
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}
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// Grey only applies to player-configured types; auto-recipe buildings
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// (Smelter, Reprocessing Plant) always run an implicit recipe.
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if (!isAutoRecipeBuildingType(building.type) && building.recipeId.empty())
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{
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return ProductionStatus::Unconfigured;
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}
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if (building.production.has_value())
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{
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return ProductionStatus::Producing;
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}
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// Idle: missing inputs (red) take precedence over a full output buffer
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// (yellow). If inputs are present yet the building is idle, the only remaining
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// reason it could not start a cycle is a full output buffer (REQ-MAT-CYCLE).
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return hasInputsToStart(config, building) ? ProductionStatus::Blocked
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: ProductionStatus::Starved;
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}
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