From a86ba3428a1dc0831ec1f8804aabd4476f44089a Mon Sep 17 00:00:00 2001 From: Malte Langkabel Date: Wed, 5 Aug 2026 07:01:22 +0200 Subject: [PATCH] make deconstruction its own system MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit DeconstructionSystem takes over the demolition queue: it runs the front entry's timer and, when it elapses, removes the building, releases its tiles and credits the partial refund. Simulation::tick calls it directly, in the position tickDeconstruction held. It needs no BeltSystem, unlike its construction counterpart: a belt, splitter or tunnel end is unregistered the moment it is queued, not when the timer completes. It does need the refund sink, so it takes the same addBuildingBlocks callback BuildingSystem holds. startFrontDeconstruction becomes a shared free function rather than moving: BuildingSystem::deconstruct starts the timer when it queues the first entry, and the system restarts it after each completion. Stubbing the refund sink out in the test helper made two tests fail on the refund not arriving — correctly. runTicks now threads the caller's stock through instead. Verified with a golden-checksum capture before and after — all four sample ticks identical. Co-Authored-By: Claude Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG --- src/lib/sim/BuildingSystem.cpp | 60 +-------------------- src/lib/sim/BuildingSystem.h | 3 +- src/lib/sim/CMakeLists.txt | 2 + src/lib/sim/DeconstructionSystem.cpp | 67 +++++++++++++++++++++++ src/lib/sim/DeconstructionSystem.h | 36 +++++++++++++ src/lib/sim/Simulation.cpp | 5 +- src/lib/sim/Simulation.h | 2 + src/test/BuildingTest.cpp | 81 ++++++++++++++-------------- 8 files changed, 154 insertions(+), 102 deletions(-) create mode 100644 src/lib/sim/DeconstructionSystem.cpp create mode 100644 src/lib/sim/DeconstructionSystem.h diff --git a/src/lib/sim/BuildingSystem.cpp b/src/lib/sim/BuildingSystem.cpp index f989202..09348c3 100644 --- a/src/lib/sim/BuildingSystem.cpp +++ b/src/lib/sim/BuildingSystem.cpp @@ -181,7 +181,7 @@ int BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick current state.deconstructionQueue.push_back(std::move(entry)); if (wasEmpty) { - startFrontDeconstruction(state, currentTick); + startFrontDeconstruction(state, m_config, currentTick); } return 0; } @@ -189,17 +189,6 @@ int BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick current return 0; } -void BuildingSystem::startFrontDeconstruction(FactoryState& state, Tick currentTick) -{ - if (state.deconstructionQueue.empty()) { return; } - DeconstructionEntry& front = state.deconstructionQueue.front(); - if (front.completesAt == 0) - { - front.completesAt = - currentTick + secondsToTicks(m_config.world.deconstructionTimeSeconds); - } -} - // --------------------------------------------------------------------------- // Set recipe // --------------------------------------------------------------------------- @@ -334,53 +323,6 @@ void BuildingSystem::setSiteSplitterFilters(FactoryState& state, BuildingId id, // Tick hooks // --------------------------------------------------------------------------- -void BuildingSystem::tickDeconstruction(FactoryState& state, Tick currentTick) -{ - TRACE(); - if (state.deconstructionQueue.empty()) - { - return; - } - - DeconstructionEntry& front = state.deconstructionQueue.front(); - - // Guard: if the front entry's timer was never started, start it now. - if (front.completesAt == 0) - { - startFrontDeconstruction(state, currentTick); - return; - } - - if (currentTick < front.completesAt) - { - return; - } - - // Remove the building from the world and credit its refund (REQ-BLD-DECONSTRUCT). - // Belt/tunnel/splitter tiles were already unregistered when the building was - // queued (see deconstruct), so only tile occupancy and the record remain. - for (std::vector::iterator it = state.buildings.begin(); - it != state.buildings.end(); - ++it) - { - if (it->id != front.id) { continue; } - - const BuildingDef* def = m_config.buildings.findBuildingDef(it->type); - state.grid.release(it->bodyCells); - state.buildings.erase(it); - if (def) - { - m_addBuildingBlocks(def->cost * m_config.world.refundPercentage / 100); - } - break; - } - - state.deconstructionQueue.pop_front(); - - // Start the next queued deconstruction, if any. - startFrontDeconstruction(state, currentTick); -} - void BuildingSystem::cancelDeconstruction(FactoryState& state, BuildingId id) { for (std::deque::iterator it = state.deconstructionQueue.begin(); diff --git a/src/lib/sim/BuildingSystem.h b/src/lib/sim/BuildingSystem.h index 27e8c9f..f4b9f75 100644 --- a/src/lib/sim/BuildingSystem.h +++ b/src/lib/sim/BuildingSystem.h @@ -17,6 +17,7 @@ #include "Building.h" #include "FactoryState.h" #include "BuildingBuffers.h" +#include "DeconstructionSystem.h" #include "PlacementRules.h" #include "ProductionRules.h" #include "BuildingType.h" @@ -107,7 +108,6 @@ public: // Advances the deconstruction queue (REQ-BLD-DECON-QUEUE): one building at a // time, in parallel with tickConstruction. Removes the front building and // credits its refund when its timer elapses. - void tickDeconstruction(FactoryState& state, Tick currentTick); void tickBeltPull(FactoryState& state); void tickProduction(FactoryState& state, Tick currentTick); void tickShipyardProduction(FactoryState& state, Tick currentTick); @@ -183,7 +183,6 @@ public: private: // Starts the front deconstruction-queue entry's timer if not yet started // (mirrors how tickConstruction starts a queued construction site). - void startFrontDeconstruction(FactoryState& state, Tick currentTick); // Registers a belt/splitter/tunnel building's tile with the belt subsystem // (on construction completion, or when un-queuing a deconstruction). No-op for diff --git a/src/lib/sim/CMakeLists.txt b/src/lib/sim/CMakeLists.txt index 06ba44a..cf1698b 100644 --- a/src/lib/sim/CMakeLists.txt +++ b/src/lib/sim/CMakeLists.txt @@ -14,6 +14,7 @@ SET(HDRS ${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h ${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.h ${CMAKE_CURRENT_SOURCE_DIR}/ConstructionSystem.h + ${CMAKE_CURRENT_SOURCE_DIR}/DeconstructionSystem.h ${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.h ${CMAKE_CURRENT_SOURCE_DIR}/FactoryState.h ${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.h @@ -45,6 +46,7 @@ SET(SRCS ${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp ${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.cpp ${CMAKE_CURRENT_SOURCE_DIR}/ConstructionSystem.cpp + ${CMAKE_CURRENT_SOURCE_DIR}/DeconstructionSystem.cpp ${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.cpp ${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.cpp ${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.cpp diff --git a/src/lib/sim/DeconstructionSystem.cpp b/src/lib/sim/DeconstructionSystem.cpp new file mode 100644 index 0000000..6906a5d --- /dev/null +++ b/src/lib/sim/DeconstructionSystem.cpp @@ -0,0 +1,67 @@ +#include "DeconstructionSystem.h" + +#include + +#include "Building.h" +#include "tracing.h" + +void startFrontDeconstruction(FactoryState& state, const GameConfig& config, + Tick currentTick) +{ + if (state.deconstructionQueue.empty()) { return; } + DeconstructionEntry& front = state.deconstructionQueue.front(); + if (front.completesAt == 0) + { + front.completesAt = + currentTick + secondsToTicks(config.world.deconstructionTimeSeconds); + } +} + + +void DeconstructionSystem::tick(FactoryState& state, Tick currentTick) +{ + TRACE(); + if (state.deconstructionQueue.empty()) + { + return; + } + + DeconstructionEntry& front = state.deconstructionQueue.front(); + + // Guard: if the front entry's timer was never started, start it now. + if (front.completesAt == 0) + { + startFrontDeconstruction(state, m_config, currentTick); + return; + } + + if (currentTick < front.completesAt) + { + return; + } + + // Remove the building from the world and credit its refund (REQ-BLD-DECONSTRUCT). + // Belt/tunnel/splitter tiles were already unregistered when the building was + // queued (see deconstruct), so only tile occupancy and the record remain. + for (std::vector::iterator it = state.buildings.begin(); + it != state.buildings.end(); + ++it) + { + if (it->id != front.id) { continue; } + + const BuildingDef* def = m_config.buildings.findBuildingDef(it->type); + state.grid.release(it->bodyCells); + state.buildings.erase(it); + if (def) + { + m_addBuildingBlocks(def->cost * m_config.world.refundPercentage / 100); + } + break; + } + + state.deconstructionQueue.pop_front(); + + // Start the next queued deconstruction, if any. + startFrontDeconstruction(state, m_config, currentTick); +} + diff --git a/src/lib/sim/DeconstructionSystem.h b/src/lib/sim/DeconstructionSystem.h new file mode 100644 index 0000000..5b2bd87 --- /dev/null +++ b/src/lib/sim/DeconstructionSystem.h @@ -0,0 +1,36 @@ +#pragma once + +#include + +#include "FactoryState.h" +#include "GameConfig.h" +#include "Tick.h" + +// The queue timer for pending demolitions (REQ-BLD-DECON-QUEUE): one building at a +// time, in parallel with construction. When the front entry's timer elapses the +// building is removed from the world, its tiles are released, and its partial refund +// is credited. +// +// 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. +// +// Holds the config and the refund sink; the world arrives per tick. +class DeconstructionSystem +{ +public: + DeconstructionSystem(const GameConfig& config, + std::function addBuildingBlocks) + : m_config(config), m_addBuildingBlocks(std::move(addBuildingBlocks)) {} + + void tick(FactoryState& state, Tick currentTick); + +private: + const GameConfig& m_config; + std::function m_addBuildingBlocks; +}; + +// Starts the timer on the front entry of the deconstruction queue, if it has one and +// it has not started yet. Shared: BuildingSystem::deconstruct starts the timer when it +// queues the first entry, and DeconstructionSystem restarts it after each completion. +void startFrontDeconstruction(FactoryState& state, const GameConfig& config, + Tick currentTick); diff --git a/src/lib/sim/Simulation.cpp b/src/lib/sim/Simulation.cpp index 12eec68..50b479a 100644 --- a/src/lib/sim/Simulation.cpp +++ b/src/lib/sim/Simulation.cpp @@ -2,6 +2,7 @@ #include "FactoryQueries.h" #include "ConstructionSystem.h" +#include "DeconstructionSystem.h" #include "PlacementRules.h" #include @@ -125,6 +126,8 @@ void Simulation::initializeSubsystems() [this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); }, m_rng); m_constructionSystem = std::make_unique(m_config); + m_deconstructionSystem = std::make_unique( + m_config, [this](int amount) { m_buildingBlocksStock += amount; }); m_shipSystem = std::make_unique(m_config, m_admin); m_aiSystem = std::make_unique(m_config); m_movementIntentSystem = std::make_unique(); @@ -246,7 +249,7 @@ void Simulation::tick() // Construction + production pipeline m_constructionSystem->tick(m_factoryState, m_beltSystem, m_currentTick); - m_buildingSystem->tickDeconstruction(m_factoryState, m_currentTick); // parallel to construction + m_deconstructionSystem->tick(m_factoryState, m_currentTick); // parallel to construction m_buildingSystem->tickBeltPull(m_factoryState); // step 3 m_buildingSystem->tickProduction(m_factoryState, m_currentTick); // step 4 m_buildingSystem->tickShipyardProduction(m_factoryState, m_currentTick); // step 4b diff --git a/src/lib/sim/Simulation.h b/src/lib/sim/Simulation.h index cc3e2d0..ec7f821 100644 --- a/src/lib/sim/Simulation.h +++ b/src/lib/sim/Simulation.h @@ -26,6 +26,7 @@ class AiSystem; class BuildingSystem; class ConstructionSystem; +class DeconstructionSystem; struct Command; class Hasher; class CombatSystem; @@ -220,6 +221,7 @@ private: BeltSystem m_beltSystem; std::unique_ptr m_buildingSystem; std::unique_ptr m_constructionSystem; + std::unique_ptr m_deconstructionSystem; std::unique_ptr m_shipSystem; std::unique_ptr m_aiSystem; std::unique_ptr m_movementIntentSystem; diff --git a/src/test/BuildingTest.cpp b/src/test/BuildingTest.cpp index 01371ac..9e72f9a 100644 --- a/src/test/BuildingTest.cpp +++ b/src/test/BuildingTest.cpp @@ -16,6 +16,7 @@ #include "Building.h" #include "BuildingSystem.h" #include "ConstructionSystem.h" +#include "DeconstructionSystem.h" #include "FactoryState.h" #include "BuildingType.h" #include "ConfigLoader.h" @@ -55,12 +56,12 @@ static Port westPort(QPoint tile) // Run N full sim ticks: construction, belt-pull, production, belt-push, belt tick. static void runTicks(BuildingSystem& bs, const GameConfig& cfg, FactoryState& state_bs, - BeltSystem& belts, int n, Tick& tick) + BeltSystem& belts, int& stock, int n, Tick& tick) { for (int i = 0; i < n; ++i) { ConstructionSystem(cfg).tick(state_bs, belts, tick); - bs.tickDeconstruction(state_bs, tick); + DeconstructionSystem(cfg, [&stock](int n) { stock += n; }).tick(state_bs, tick); bs.tickBeltPull(state_bs); bs.tickProduction(state_bs, tick); bs.tickOutputBelts(state_bs); @@ -241,7 +242,7 @@ TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem after con // Complete construction (1 s). Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(1.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(1.0)) + 1, tick); REQUIRE(belts.tryPutItem(QPoint(5, 5), makeItem("iron_ore"), Rotation::East)); REQUIRE(getAllBuildings(state_bs).size() == 1); @@ -354,7 +355,7 @@ TEST_CASE("BuildingSystem: construction completes after configured duration", "[ // Miner construction_time_seconds = 10. completesAt = secondsToTicks(10) = 300. // We need to process tick 300 itself, so run 301 ticks (ticks 0..300). Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(10.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(10.0)) + 1, tick); REQUIRE(getAllSites(state_bs).empty()); REQUIRE(findBuilding(state_bs, id) != nullptr); @@ -369,7 +370,7 @@ static void runUntilBuilt(PlacementFixture& f, BuildingId id, Tick& tick) { for (int i = 0; i < 100000 && findBuilding(f.state, id) == nullptr; ++i) { - runTicks(f.bs, f.cfg, f.state, f.belts, 1, tick); + runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 1, tick); } REQUIRE(findBuilding(f.state, id) != nullptr); } @@ -394,7 +395,7 @@ TEST_CASE("BuildingSystem: deconstructing a built building queues it; refund cre // After the deconstruction time (0.1s = 3 ticks) it is removed and the partial // refund (15 * 75 / 100 = 11) is credited exactly once. - runTicks(f.bs, f.cfg, f.state, f.belts, static_cast(secondsToTicks(0.1)) + 1, tick); + runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast(secondsToTicks(0.1)) + 1, tick); REQUIRE(findBuilding(f.state, id) == nullptr); REQUIRE_FALSE(isTileOccupied(f.state, QPoint(0, 0))); REQUIRE(f.stock == 15 * f.cfg.world.refundPercentage / 100); @@ -418,14 +419,14 @@ TEST_CASE("BuildingSystem: deconstruction queue removes one building at a time", // After one deconstruction interval only the front building is gone; the // second is still queued and its refund not yet credited. - runTicks(f.bs, f.cfg, f.state, f.belts, static_cast(secondsToTicks(0.1)) + 1, tick); + runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast(secondsToTicks(0.1)) + 1, tick); REQUIRE(findBuilding(f.state, a) == nullptr); REQUIRE(findBuilding(f.state, b) != nullptr); REQUIRE(isQueuedForDeconstruction(f.state, b)); REQUIRE(f.stock == 15 * f.cfg.world.refundPercentage / 100); // The second drains next. - runTicks(f.bs, f.cfg, f.state, f.belts, static_cast(secondsToTicks(0.1)) + 2, tick); + runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast(secondsToTicks(0.1)) + 2, tick); REQUIRE(findBuilding(f.state, b) == nullptr); REQUIRE(f.stock == 2 * (15 * f.cfg.world.refundPercentage / 100)); } @@ -451,7 +452,7 @@ TEST_CASE("BuildingSystem: cancelling deconstruction resumes the building with n REQUIRE(f.stock == 0); // It is never removed even after more than a deconstruction interval passes. - runTicks(f.bs, f.cfg, f.state, f.belts, static_cast(secondsToTicks(0.1)) + 5, tick); + runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, static_cast(secondsToTicks(0.1)) + 5, tick); REQUIRE(findBuilding(f.state, id) != nullptr); REQUIRE(f.stock == 0); } @@ -521,7 +522,7 @@ TEST_CASE("BuildingSystem: second building starts after first completes", "[buil // Process through tick 300 to complete first miner's construction. Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(10.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(10.0)) + 1, tick); REQUIRE(getAllSites(state_bs).size() == 1); REQUIRE(getAllSites(state_bs).front().id == id2); @@ -553,7 +554,7 @@ TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[bui Tick tick = 0; // Construction completes on tick 300; production cycle starts tick 300, // completes on tick 330. Process through tick 330: 331 ticks total. - runTicks(bs, cfg, state_bs, belts, + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(10.0)) + static_cast(secondsToTicks(1.0)) + 1, tick); @@ -590,7 +591,7 @@ TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]") // Cycle 2 starts at tick 331 (completesAt=361). // Cycle 2 completes at tick 361: deposit item → buffer=2, cycle 3 stalls. // Need to process through tick 361: 362 ticks total. - runTicks(bs, cfg, state_bs, belts, + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(10.0)) + 2 * static_cast(secondsToTicks(1.0)) + 2, tick); @@ -632,10 +633,10 @@ TEST_CASE("BuildingSystem: productionBuildingCount excludes construction sites", // 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. - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(10.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(10.0)) + 1, tick); REQUIRE(getProductionBuildingCount(state_bs) == 1); - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(15.0)), tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(15.0)), tick); REQUIRE(getProductionBuildingCount(state_bs) == 2); // Neither is producing yet: the miner has no recipe selected, and the @@ -643,7 +644,7 @@ TEST_CASE("BuildingSystem: productionBuildingCount excludes construction sites", REQUIRE(getActiveProductionBuildingCount(state_bs) == 0); bs.setRecipe(state_bs, minerId, "mine_iron_ore"); - runTicks(bs, cfg, state_bs, belts, 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, 1, tick); REQUIRE(getActiveProductionBuildingCount(state_bs) == 1); } @@ -671,12 +672,12 @@ TEST_CASE("BuildingSystem: activeProductionBuildingCount tracks production cycle REQUIRE(getActiveProductionBuildingCount(state_bs) == 0); // Construction completes at tick 300; cycle 1 starts the same tick (completesAt=330). - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(10.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(10.0)) + 1, tick); REQUIRE(getActiveProductionBuildingCount(state_bs) == 1); // Run cycles 1 and 2 to completion (1s each); cycle 3 stalls once the // output buffer (capacity 2) is full (REQ-MAT-OUTPUT-BUFFER). - runTicks(bs, cfg, state_bs, belts, 2 * static_cast(secondsToTicks(1.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, 2 * static_cast(secondsToTicks(1.0)) + 1, tick); const Building* b = findBuilding(state_bs, id); REQUIRE(b != nullptr); @@ -714,7 +715,7 @@ TEST_CASE("BuildingSystem: smelter input buffer fills from adjacent west-flowing // Complete construction (15s → tick 450+1 = 451 ticks). Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(15.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(15.0)) + 1, tick); // Place west-flowing belt at (2,0): belt flows West, delivers to smelter. belts.placeBelt(QPoint(2, 0), Rotation::West); @@ -751,7 +752,7 @@ TEST_CASE("BuildingSystem: accepted input travels inward before entering the buf const BuildingId sid = bs.place(state_bs, BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0).value(); Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(15.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(15.0)) + 1, tick); belts.placeBelt(QPoint(2, 0), Rotation::West); belts.tryPutItem(QPoint(2, 0), makeItem("iron_ore")); @@ -794,7 +795,7 @@ TEST_CASE("BuildingSystem: input reservation caps buffered plus in-transit at th const BuildingId id = bs.place(state_bs, BuildingType::ReprocessingPlant, QPoint(0, 0), Rotation::East, 0).value(); Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(25.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(25.0)) + 1, tick); // 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. @@ -837,7 +838,7 @@ TEST_CASE("BuildingSystem: smelter auto-smelts ore without a recipe selection", const BuildingId sid = bs.place(state_bs, BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0).value(); Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(15.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(15.0)) + 1, tick); // Feed 2 iron_ore (the test-config iron_ingot recipe needs 2) via a // west-flowing belt at input port (2,0). @@ -850,7 +851,7 @@ TEST_CASE("BuildingSystem: smelter auto-smelts ore without a recipe selection", } // iron_ingot recipe cycle is 2s; run to completion. - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(2.0)) + 2, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(2.0)) + 2, tick); const Building* b = findBuilding(state_bs, sid); REQUIRE(b != nullptr); @@ -884,7 +885,7 @@ TEST_CASE("BuildingSystem: smelter runs a satisfiable recipe while an incomplete const BuildingId sid = bs.place(state_bs, BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0).value(); Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(15.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(15.0)) + 1, tick); // Feed 1 iron_ore (iron_ingot needs 2 — incomplete) then 2 copper_ore // (copper_ingot needs 2 — satisfiable) via the west-flowing input belt. @@ -898,7 +899,7 @@ TEST_CASE("BuildingSystem: smelter runs a satisfiable recipe while an incomplete } // copper_ingot cycle is 2.5s; run to completion. - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(2.5)) + 2, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(2.5)) + 2, tick); const Building* b = findBuilding(state_bs, sid); REQUIRE(b != nullptr); @@ -944,13 +945,13 @@ TEST_CASE("BuildingSystem: miner output buffer drains onto adjacent belt", "[bui Tick tick = 0; // Construction (10s) + 1 production cycle (1s) + 1 extra tick. - runTicks(bs, cfg, state_bs, belts, + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(10.0)) + static_cast(secondsToTicks(1.0)) + 1, tick); // 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. - runTicks(bs, cfg, state_bs, belts, 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, 1, tick); const std::optional item = belts.tryTakeItem(eastPort(QPoint(1, 1))); REQUIRE(item.has_value()); @@ -986,7 +987,7 @@ TEST_CASE("BuildingSystem: output port couples directly into an adjacent input p Tick tick = 0; // Smelter build (15s) + margin for coupling and a smelt cycle. - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(30.0)), tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(30.0)), tick); const Building* smelter = findBuilding(state_bs, smelterId); REQUIRE(smelter != nullptr); @@ -1026,7 +1027,7 @@ TEST_CASE("BuildingSystem: direct coupling to a non-consumer leaves the item stu Tick tick = 0; // Both miners build sequentially (10s each), then the producer runs and jams. - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(25.0)), tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(25.0)), tick); const Building* miner = findBuilding(state_bs, minerId); const Building* sink = findBuilding(state_bs, sinkId); @@ -1062,7 +1063,7 @@ TEST_CASE("BuildingSystem: setRecipe clears output buffer and active production" Tick tick = 0; // Run until first item is in output buffer. - runTicks(bs, cfg, state_bs, belts, + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(10.0)) + static_cast(secondsToTicks(1.0)) + 1, tick); @@ -1108,7 +1109,7 @@ TEST_CASE("BuildingSystem: reprocessing plant output buffer capacity equals max // Complete construction (25s). Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(25.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(25.0)) + 1, tick); const Building* b = findBuilding(state_bs, id); REQUIRE(b != nullptr); @@ -1141,7 +1142,7 @@ TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then sta // Complete construction (25s). Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(25.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(25.0)) + 1, tick); // Feed 5 scrap into the building via a belt at an input port. // Reprocessing plant body (East rotation) = 3×3 at (0,0). @@ -1163,7 +1164,7 @@ TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then sta } // Run production cycle (3s = 90 ticks + 1 for the completion tick). - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(3.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(3.0)) + 1, tick); const Building* b = findBuilding(state_bs, id); REQUIRE(b != nullptr); @@ -1240,7 +1241,7 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the building id for a const BuildingId id = bs.place(state_bs, BuildingType::Belt, QPoint(0, 0), Rotation::East, 0).value(); Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(1.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(1.0)) + 1, tick); REQUIRE(getAllSites(state_bs).empty()); const std::optional result = @@ -1422,7 +1423,7 @@ TEST_CASE("BuildingSystem: rotateInPlace updates rotation and output port direct const BuildingId id = bs.place(state_bs, BuildingType::Belt, QPoint(0, 0), Rotation::East, 0).value(); Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(1.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(1.0)) + 1, tick); REQUIRE(findBuilding(state_bs, id) != nullptr); const Building& before = *findBuilding(state_bs, id); @@ -1454,7 +1455,7 @@ TEST_CASE("BuildingSystem: rotateInPlace re-registers a belt tile with BeltSyste const BuildingId id = bs.place(state_bs, BuildingType::Belt, QPoint(0, 0), Rotation::East, 0).value(); Tick tick = 0; - runTicks(bs, cfg, state_bs, belts, static_cast(secondsToTicks(1.0)) + 1, tick); + runTicks(bs, cfg, state_bs, belts, stock, static_cast(secondsToTicks(1.0)) + 1, tick); bs.rotateInPlace(state_bs, id, Rotation::North); @@ -1474,7 +1475,7 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the output filters of a split Tick tick = 0; while (getAllBuildings(f.state).empty() && tick < 100000) { - runTicks(f.bs, f.cfg, f.state, f.belts, 1, tick); + runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 1, tick); } REQUIRE(getAllBuildings(f.state).size() == 1); @@ -1519,7 +1520,7 @@ TEST_CASE("BuildingSystem: splitter filters configured on a construction site ca Tick tick = 0; while (getAllBuildings(f.state).empty() && tick < 100000) { - runTicks(f.bs, f.cfg, f.state, f.belts, 1, tick); + runTicks(f.bs, f.cfg, f.state, f.belts, f.stock, 1, tick); } REQUIRE(getAllBuildings(f.state).size() == 1); REQUIRE(getAllBuildings(f.state)[0].type == BuildingType::Splitter); @@ -1674,11 +1675,11 @@ namespace // Advances the sim until the given site becomes an operational building, or a // safety cap is reached. void buildToCompletion(BuildingSystem& bs, const GameConfig& cfg, FactoryState& state, - BeltSystem& belts, BuildingId id, Tick& tick) + BeltSystem& belts, int& stock, BuildingId id, Tick& tick) { for (int i = 0; i < 20000 && findBuilding(state, id) == nullptr; ++i) { - runTicks(bs, cfg, state, belts, 1, tick); + runTicks(bs, cfg, state, belts, stock, 1, tick); } } } @@ -1713,7 +1714,7 @@ 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 std::vector sitePorts = getInputPorts(f.state, f.cfg, id); - buildToCompletion(f.bs, f.cfg, f.state, f.belts, id, tick); + buildToCompletion(f.bs, f.cfg, f.state, f.belts, f.stock, id, tick); REQUIRE(findBuilding(f.state, id) != nullptr); const std::vector builtPorts = getInputPorts(f.state, f.cfg, id);