make BuildingSystem stateless: FactoryState becomes a parameter

The member reference is gone. All 23 methods that read or write the factory now
take FactoryState& (const for the two item walks and the checksum fold), so a
BuildingSystem is no longer bound to one state and its signatures say which data
each call touches. It holds only config, belts, rng and the callbacks — the same
shape as AiSystem and CombatSystem.

This completes what phase 2 set out to do; the ownership move landed earlier, but
the systems kept reaching the data through a member until the queries were off
them.

Seeding the asteroid bound moved with the state, and that broke four tests: the
fixtures build their own FactoryState, which defaulted the bound to 0 and refused
every placement on the asteroid. Rather than fix the four call sites, makeFactoryState()
now creates a run's state from the config, and Simulation, ArenaSimulation and the
test fixtures all use it — there is one place that knows what a fresh factory
looks like.

Verified with a golden-checksum capture before and after — all four sample ticks
identical — and by re-running the declaration/definition check over the header.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
This commit is contained in:
2026-08-04 23:00:09 +02:00
parent 7ce0751c60
commit a90218f5c0
15 changed files with 401 additions and 395 deletions

View File

@@ -37,8 +37,7 @@ BuildingId placeOperational(Simulation& sim, const GameConfig& cfg,
{
const BuildingDef* def = findDef(cfg, type);
REQUIRE(def != nullptr);
return SimulationTestAccess::buildings(sim).placeImmediate(
type, def->surfaceMask, anchor, Rotation::East);
return SimulationTestAccess::buildings(sim).placeImmediate(SimulationTestAccess::state(sim), type, def->surfaceMask, anchor, Rotation::East);
}
const ShipDef* findAvailableSchematic(const GameConfig& cfg)
@@ -67,7 +66,7 @@ TEST_CASE("readBuildingConfig returns a miner's selected recipe", "[copyconfig]"
Simulation sim(loadTestConfig(), 7);
const BuildingId id = placeOperational(sim, cfg, BuildingType::Miner, QPoint(0, 0));
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
REQUIRE(config.has_value());
@@ -103,8 +102,8 @@ TEST_CASE("readBuildingConfig returns a shipyard's schematic and layout",
REQUIRE(schematic != nullptr);
const BuildingId id = placeOperational(sim, cfg, BuildingType::Shipyard, QPoint(0, 0));
SimulationTestAccess::buildings(sim).setRecipe(id, schematic->id);
SimulationTestAccess::buildings(sim).setShipLayout(id, ShipLayoutConfig{});
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, schematic->id);
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), id, ShipLayoutConfig{});
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
REQUIRE(config.has_value());
@@ -126,7 +125,7 @@ TEST_CASE("readBuildingConfig reads a queued construction site", "[copyconfig]")
REQUIRE(findBuilding(sim.getFactoryState(), id) == nullptr);
REQUIRE(findSite(sim.getFactoryState(), id) != nullptr);
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
REQUIRE(config.has_value());