Add deconstruction queue
This commit is contained in:
@@ -263,6 +263,7 @@ WorldConfig ConfigLoader::loadWorld(const std::string& path)
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cfg.heightTiles = static_cast<int>(requireInt(tbl["world"]["height_tiles"], file, "world.height_tiles"));
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cfg.refundPercentage = static_cast<int>(requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
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cfg.deconstructionTimeSeconds = requireDouble(tbl["world"]["deconstruction_time_seconds"], file, "world.deconstruction_time_seconds");
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cfg.startingBuildingBlocks = static_cast<int>(requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
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cfg.scrapDespawnSeconds = requireDouble(tbl["world"]["scrap_despawn_seconds"], file, "world.scrap_despawn_seconds");
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cfg.scrapPerThreat = requireDouble(tbl["world"]["scrap_per_threat"], file, "world.scrap_per_threat");
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@@ -68,6 +68,7 @@ struct WorldConfig
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{
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int heightTiles; // REQ-GW-HEIGHT
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int refundPercentage; // REQ-BLD-DEMOLISH
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double deconstructionTimeSeconds; // REQ-BLD-DECON-QUEUE
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int startingBuildingBlocks; // REQ-HQ-STARTING-BLOCKS
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double scrapDespawnSeconds; // REQ-RES-SCRAP-DROP
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double scrapPerThreat; // REQ-RES-SCRAP-DROP, REQ-THREAT-SCRAP (scrap dropped per unit threat)
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@@ -129,5 +129,10 @@ struct Building
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// Module layout for shipyards (REQ-MOD-LAYOUT).
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std::optional<ShipLayoutConfig> shipLayout;
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// True while this building sits in the deconstruction queue (REQ-BLD-DECON-QUEUE).
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// A queued building stops operating immediately (all tick loops skip it) but keeps
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// occupying its tiles until its deconstruction completes.
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bool queuedForDeconstruction = false;
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};
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@@ -21,6 +21,17 @@ bool isAutoRecipeBuildingType(BuildingType type)
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|| type == BuildingType::ReprocessingPlant;
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}
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// Belts, splitters, and tunnel ends keep their runtime data in the belt subsystem
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// rather than in the Building instance, so placing/removing them must register or
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// unregister a tile with BeltSystem.
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bool isBeltSubsystemType(BuildingType type)
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{
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return type == BuildingType::Belt
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|| type == BuildingType::Splitter
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|| type == BuildingType::TunnelEntry
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|| type == BuildingType::TunnelExit;
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}
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// The building body tile that owns an output port, given the port's outside tile
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// (port.tile) and its facing direction. The virtual output belt occupies this tile
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// and flows toward port.tile (REQ-MAT-OUTPUT-EMERGE).
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@@ -489,9 +500,10 @@ bool BuildingSystem::isPlacementValid(BuildingType type, QPoint anchor,
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// Demolish
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// ---------------------------------------------------------------------------
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int BuildingSystem::demolish(BuildingId id)
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int BuildingSystem::demolish(BuildingId id, Tick currentTick)
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{
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// Construction queue?
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// Construction site? Removed instantly with the full refund; never queued
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// for deconstruction (REQ-BLD-DEMOLISH).
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for (std::deque<ConstructionSite>::iterator it = m_constructionQueue.begin();
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it != m_constructionQueue.end();
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++it)
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@@ -512,35 +524,60 @@ int BuildingSystem::demolish(BuildingId id)
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}
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}
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// Operational building?
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for (std::vector<Building>::iterator it = m_buildings.begin();
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it != m_buildings.end();
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++it)
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// Operational building? Append it to the deconstruction queue rather than
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// removing it now; the partial refund is credited on completion in
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// tickDeconstruction (REQ-BLD-DECON-QUEUE).
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for (Building& building : m_buildings)
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{
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if (it->id == id)
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if (building.id != id) { continue; }
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if (building.queuedForDeconstruction) { return 0; } // already queued
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building.queuedForDeconstruction = true;
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DeconstructionEntry entry;
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entry.id = id;
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// A queued belt/tunnel/splitter stops transporting at once: capture a
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// splitter's filters (so an un-queue can restore them), then unregister
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// its tile, discarding items on it and re-pairing tunnels as if it were
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// gone (REQ-BLD-TUNNEL-PAIR).
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if (building.type == BuildingType::Splitter)
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{
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if (it->type == BuildingType::Belt || it->type == BuildingType::Splitter
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|| it->type == BuildingType::TunnelEntry || it->type == BuildingType::TunnelExit)
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if (const std::optional<BeltSystem::SplitterInfo> info =
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m_belts.getSplitterInfo(building.anchor))
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{
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m_belts.removeTile(it->anchor);
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entry.splitterFilterA = info->filterA;
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entry.splitterFilterB = info->filterB;
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}
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const BuildingDef* def = findBuildingDef(it->type);
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for (const QPoint& cell : it->bodyCells)
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{
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m_tileOccupancy.erase({cell.x(), cell.y()});
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}
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m_buildings.erase(it);
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if (def)
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{
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return def->cost * m_config.world.refundPercentage / 100;
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}
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return 0;
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}
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if (isBeltSubsystemType(building.type))
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{
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m_belts.removeTile(building.anchor);
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}
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const bool wasEmpty = m_deconstructionQueue.empty();
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m_deconstructionQueue.push_back(std::move(entry));
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if (wasEmpty)
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{
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startFrontDeconstruction(currentTick);
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}
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return 0;
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}
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return 0;
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}
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void BuildingSystem::startFrontDeconstruction(Tick currentTick)
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{
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if (m_deconstructionQueue.empty()) { return; }
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DeconstructionEntry& front = m_deconstructionQueue.front();
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if (front.completesAt == 0)
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{
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front.completesAt =
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currentTick + secondsToTicks(m_config.world.deconstructionTimeSeconds);
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}
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}
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// ---------------------------------------------------------------------------
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// Set recipe
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// ---------------------------------------------------------------------------
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@@ -780,31 +817,9 @@ void BuildingSystem::tickConstruction(Tick currentTick)
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}
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}
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// Register with BeltSystem before the move (mask stays valid).
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if (front.type == BuildingType::Belt)
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{
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m_belts.placeBelt(front.anchor, front.rotation);
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}
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else if (front.type == BuildingType::Splitter)
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{
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assert(mask.outputPorts.size() >= 2);
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m_belts.placeSplitter(front.anchor,
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mask.outputPorts[0].direction,
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mask.outputPorts[1].direction);
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// Carry over any filters configured while under construction
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// (REQ-BLD-SITE-CONFIG).
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m_belts.setSplitterFilters(front.anchor,
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front.splitterFilterA,
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front.splitterFilterB);
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}
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else if (front.type == BuildingType::TunnelEntry)
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{
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m_belts.placeTunnelEntry(front.anchor, front.rotation, m_config.world.tunnelMaxDistance_tiles);
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}
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else if (front.type == BuildingType::TunnelExit)
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{
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m_belts.placeTunnelExit(front.anchor, front.rotation);
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}
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// Register with BeltSystem before the move (mask/building stays valid). Any
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// filters configured while under construction carry over (REQ-BLD-SITE-CONFIG).
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reregisterBeltTile(building, front.splitterFilterA, front.splitterFilterB);
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m_buildings.push_back(std::move(building));
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@@ -822,6 +837,114 @@ void BuildingSystem::tickConstruction(Tick currentTick)
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}
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}
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void BuildingSystem::reregisterBeltTile(const Building& building,
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const std::vector<ItemType>& splitterFilterA,
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const std::vector<ItemType>& splitterFilterB)
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{
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switch (building.type)
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{
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case BuildingType::Belt:
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m_belts.placeBelt(building.anchor, building.rotation);
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break;
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case BuildingType::Splitter:
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assert(building.outputPorts.size() >= 2);
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m_belts.placeSplitter(building.anchor,
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building.outputPorts[0].direction,
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building.outputPorts[1].direction);
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m_belts.setSplitterFilters(building.anchor, splitterFilterA, splitterFilterB);
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break;
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case BuildingType::TunnelEntry:
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m_belts.placeTunnelEntry(building.anchor, building.rotation,
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m_config.world.tunnelMaxDistance_tiles);
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break;
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case BuildingType::TunnelExit:
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m_belts.placeTunnelExit(building.anchor, building.rotation);
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break;
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default:
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break;
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}
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}
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void BuildingSystem::tickDeconstruction(Tick currentTick)
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{
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TRACE();
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if (m_deconstructionQueue.empty())
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{
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return;
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}
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DeconstructionEntry& front = m_deconstructionQueue.front();
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// Guard: if the front entry's timer was never started, start it now.
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if (front.completesAt == 0)
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{
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startFrontDeconstruction(currentTick);
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return;
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}
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if (currentTick < front.completesAt)
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{
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return;
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}
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// Remove the building from the world and credit its refund (REQ-BLD-DEMOLISH).
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// Belt/tunnel/splitter tiles were already unregistered when the building was
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// queued (see demolish), so only tile occupancy and the record remain.
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for (std::vector<Building>::iterator it = m_buildings.begin();
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it != m_buildings.end();
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++it)
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{
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if (it->id != front.id) { continue; }
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const BuildingDef* def = findBuildingDef(it->type);
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for (const QPoint& cell : it->bodyCells)
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{
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m_tileOccupancy.erase({cell.x(), cell.y()});
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}
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m_buildings.erase(it);
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if (def)
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{
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m_addBuildingBlocks(def->cost * m_config.world.refundPercentage / 100);
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}
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break;
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}
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m_deconstructionQueue.pop_front();
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// Start the next queued deconstruction, if any.
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startFrontDeconstruction(currentTick);
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}
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void BuildingSystem::cancelDeconstruction(BuildingId id)
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{
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for (std::deque<DeconstructionEntry>::iterator it = m_deconstructionQueue.begin();
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it != m_deconstructionQueue.end();
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++it)
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{
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if (it->id != id) { continue; }
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// Resume operation: clear the flag and re-register belt/tunnel/splitter
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// tiles that were unregistered at enqueue (which re-pairs tunnels,
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// REQ-BLD-TUNNEL-PAIR). Deconstruction progress is discarded; no refund.
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if (Building* building = findBuildingMutable(id))
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{
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building->queuedForDeconstruction = false;
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reregisterBeltTile(*building, it->splitterFilterA, it->splitterFilterB);
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}
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m_deconstructionQueue.erase(it);
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// If the running front was removed, the new front (completesAt == 0) has
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// its timer started by the next tickDeconstruction guard.
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return;
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}
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}
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bool BuildingSystem::isQueuedForDeconstruction(BuildingId id) const
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{
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const Building* building = findBuilding(id);
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return building && building->queuedForDeconstruction;
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}
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void BuildingSystem::tickBeltPull()
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{
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TRACE();
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@@ -831,6 +954,9 @@ void BuildingSystem::tickBeltPull()
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for (Building& building : m_buildings)
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{
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// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
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if (building.queuedForDeconstruction) { continue; }
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const bool isHq = (building.type == BuildingType::Hq);
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// 1. Advance every input belt and deliver arrivals (progress >= 0.5) into
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@@ -922,6 +1048,10 @@ bool BuildingSystem::tryDirectCoupleDeposit(BuildingId producerId,
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{
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return false; // an unbuilt construction site, or not an operational building
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}
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if (consumer->queuedForDeconstruction)
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{
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return false; // queued for deconstruction: stopped operating (REQ-BLD-DECON-QUEUE)
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}
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// The coupling is the consumer input port meeting this output port: same flow
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// direction, feeding the producer's output-port tile (REQ-MAT-DIRECT-COUPLE).
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@@ -943,6 +1073,9 @@ void BuildingSystem::tickProduction(Tick currentTick)
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TRACE();
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for (Building& building : m_buildings)
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{
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// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
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if (building.queuedForDeconstruction) { continue; }
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// Skip types without a recipe-based production loop.
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if (building.type == BuildingType::Belt ||
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building.type == BuildingType::Splitter ||
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@@ -1043,6 +1176,9 @@ void BuildingSystem::tickShipyardProduction(Tick currentTick)
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TRACE();
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for (Building& building : m_buildings)
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{
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// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
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if (building.queuedForDeconstruction) { continue; }
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if (building.type != BuildingType::Shipyard)
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{
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continue;
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@@ -1140,6 +1276,9 @@ void BuildingSystem::tickOutputBelts()
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for (Building& building : m_buildings)
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{
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// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
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if (building.queuedForDeconstruction) { continue; }
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for (std::size_t p = 0; p < building.outputPorts.size(); ++p)
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{
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const Port& port = building.outputPorts[p];
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@@ -1647,6 +1786,10 @@ bool BuildingSystem::deliverScrapToSalvageBay(BuildingId bayId)
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{
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return false;
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}
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if (bay->queuedForDeconstruction)
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{
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return false; // queued for deconstruction: stopped operating (REQ-BLD-DECON-QUEUE)
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}
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// Emerging scrap still counts against the bay's holding capacity
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// (REQ-MAT-OUTPUT-EMERGE).
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if (bay->getOutputItemCount() >= bay->outputBuffer.capacity)
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@@ -1820,6 +1963,7 @@ void BuildingSystem::appendChecksum(Hasher& hasher) const
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appendItems(hasher, b.production->chosenOutputs);
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}
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hasher.append(b.shipLayout.has_value());
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hasher.append(b.queuedForDeconstruction);
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}
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hasher.append(m_constructionQueue.size());
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@@ -1840,6 +1984,17 @@ void BuildingSystem::appendChecksum(Hasher& hasher) const
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for (const ItemType& type : s.splitterFilterB) { hasher.append(type.id); }
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}
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hasher.append(m_deconstructionQueue.size());
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for (const DeconstructionEntry& e : m_deconstructionQueue)
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{
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hasher.append(e.id);
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hasher.append(e.completesAt);
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hasher.append(e.splitterFilterA.size());
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for (const ItemType& type : e.splitterFilterA) { hasher.append(type.id); }
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hasher.append(e.splitterFilterB.size());
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for (const ItemType& type : e.splitterFilterB) { hasher.append(type.id); }
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}
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// std::map iterates in sorted key order.
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hasher.append(m_tileOccupancy.size());
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for (const std::pair<const std::pair<int, int>, BuildingId>& entry : m_tileOccupancy)
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@@ -77,10 +77,22 @@ public:
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// Defaults to world.regions.asteroid_width_tiles at construction.
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void setAsteroidWidth_tiles(int widthTiles) { m_asteroidWidth_tiles = widthTiles; }
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// Remove a building or construction site by id. Returns the refund in
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// building blocks (floor(cost * refundPercentage / 100)). Returns 0 for
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// unknown ids.
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int demolish(BuildingId id);
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// Mark a building or construction site for demolition (REQ-BLD-DEMOLISH).
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// A construction site is removed instantly and the full cost is returned.
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// A fully-built building is instead appended to the deconstruction queue
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// (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is
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// credited later, on completion in tickDeconstruction, so this returns 0 for
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// it. Returns 0 for unknown ids and for a building already queued.
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int demolish(BuildingId id, Tick currentTick);
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// Take a building back out of the deconstruction queue before it is removed
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// (REQ-BLD-DECON-QUEUE). Clears its queued flag and resumes operation
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// (re-registering belt/tunnel/splitter tiles); discards deconstruction
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// progress and credits no refund. No-op if the id is not queued.
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void cancelDeconstruction(BuildingId id);
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// True if the building is currently in the deconstruction queue.
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bool isQueuedForDeconstruction(BuildingId id) const;
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// Set the recipe (or schematic id for shipyard) on a building or queued
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// construction site. Clears both buffers on an operational building.
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@@ -104,6 +116,10 @@ public:
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// -- Tick hooks (called from Simulation::tick in the documented order) ---
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void tickConstruction(Tick currentTick);
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// Advances the deconstruction queue (REQ-BLD-DECON-QUEUE): one building at a
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// time, in parallel with tickConstruction. Removes the front building and
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// credits its refund when its timer elapses.
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void tickDeconstruction(Tick currentTick);
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void tickBeltPull();
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void tickProduction(Tick currentTick);
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void tickShipyardProduction(Tick currentTick);
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@@ -205,6 +221,17 @@ public:
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void appendChecksum(Hasher& hasher) const;
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private:
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// Starts the front deconstruction-queue entry's timer if not yet started
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// (mirrors how tickConstruction starts a queued construction site).
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void startFrontDeconstruction(Tick currentTick);
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// Registers a belt/splitter/tunnel building's tile with the belt subsystem
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// (on construction completion, or when un-queuing a deconstruction). No-op for
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// non-belt-subsystem types. Splitter filters are (re)applied after placement.
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void reregisterBeltTile(const Building& building,
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const std::vector<ItemType>& splitterFilterA,
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const std::vector<ItemType>& splitterFilterB);
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Building* findBuildingMutable(BuildingId id);
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// True if the consumer would accept `type` at the given input port right now:
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// it is a required input (or a building block for the HQ), the reservation-aware
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@@ -273,6 +300,19 @@ private:
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std::vector<Building> m_buildings;
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std::deque<ConstructionSite> m_constructionQueue;
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// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
|
||||
// completesAt == 0 means "queued but its timer has not started yet"
|
||||
// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
|
||||
// here so cancelDeconstruction can restore them on re-registration.
|
||||
struct DeconstructionEntry
|
||||
{
|
||||
BuildingId id = kInvalidBuildingId;
|
||||
Tick completesAt = 0;
|
||||
std::vector<ItemType> splitterFilterA;
|
||||
std::vector<ItemType> splitterFilterB;
|
||||
};
|
||||
std::deque<DeconstructionEntry> m_deconstructionQueue;
|
||||
|
||||
// Maps every occupied body-cell coordinate to the entity that owns it.
|
||||
std::map<std::pair<int, int>, BuildingId> m_tileOccupancy;
|
||||
};
|
||||
|
||||
@@ -28,6 +28,7 @@ enum class CommandKind
|
||||
{
|
||||
PlaceBuilding,
|
||||
Demolish,
|
||||
CancelDeconstruction,
|
||||
RotateInPlace,
|
||||
SetRecipe,
|
||||
SetShipLayout,
|
||||
@@ -72,12 +73,22 @@ struct PlaceBuildingCommand : Command
|
||||
std::vector<ItemType> splitterFilterB;
|
||||
};
|
||||
|
||||
// Marks a building for demolition: a construction site is removed instantly, a
|
||||
// built building is queued for deconstruction (REQ-BLD-DEMOLISH, REQ-BLD-DECON-QUEUE).
|
||||
struct DemolishCommand : Command
|
||||
{
|
||||
DemolishCommand() : Command(CommandKind::Demolish) {}
|
||||
std::optional<BuildingId> id;
|
||||
};
|
||||
|
||||
// Takes a building back out of the deconstruction queue (REQ-BLD-DEMOLISH-CLICK,
|
||||
// REQ-BLD-DEMOLISH-BOX). No-op if the id is not currently queued.
|
||||
struct CancelDeconstructionCommand : Command
|
||||
{
|
||||
CancelDeconstructionCommand() : Command(CommandKind::CancelDeconstruction) {}
|
||||
std::optional<BuildingId> id;
|
||||
};
|
||||
|
||||
struct RotateInPlaceCommand : Command
|
||||
{
|
||||
RotateInPlaceCommand() : Command(CommandKind::RotateInPlace) {}
|
||||
|
||||
@@ -131,6 +131,10 @@ std::string serializeCommand(const Command& command)
|
||||
case CommandKind::Demolish:
|
||||
out << "demolish " << static_cast<const DemolishCommand&>(command).id.value();
|
||||
break;
|
||||
case CommandKind::CancelDeconstruction:
|
||||
out << "cancel_deconstruct "
|
||||
<< static_cast<const CancelDeconstructionCommand&>(command).id.value();
|
||||
break;
|
||||
case CommandKind::RotateInPlace:
|
||||
{
|
||||
const RotateInPlaceCommand& c = static_cast<const RotateInPlaceCommand&>(command);
|
||||
@@ -247,6 +251,15 @@ std::shared_ptr<Command> parseCommand(const std::string& tokens)
|
||||
c->id = id;
|
||||
return c;
|
||||
}
|
||||
if (verb == "cancel_deconstruct")
|
||||
{
|
||||
std::shared_ptr<CancelDeconstructionCommand> c =
|
||||
std::make_shared<CancelDeconstructionCommand>();
|
||||
BuildingId id = 0;
|
||||
if (!(in >> id)) { return nullptr; }
|
||||
c->id = id;
|
||||
return c;
|
||||
}
|
||||
if (verb == "rotate")
|
||||
{
|
||||
std::shared_ptr<RotateInPlaceCommand> c = std::make_shared<RotateInPlaceCommand>();
|
||||
|
||||
@@ -234,6 +234,9 @@ void Simulation::apply(const Command& command)
|
||||
case CommandKind::Demolish:
|
||||
demolish(*static_cast<const DemolishCommand&>(command).id);
|
||||
break;
|
||||
case CommandKind::CancelDeconstruction:
|
||||
cancelDeconstruction(*static_cast<const CancelDeconstructionCommand&>(command).id);
|
||||
break;
|
||||
case CommandKind::RotateInPlace:
|
||||
{
|
||||
const RotateInPlaceCommand& c = static_cast<const RotateInPlaceCommand&>(command);
|
||||
@@ -307,6 +310,7 @@ void Simulation::tick()
|
||||
|
||||
// Construction + production pipeline
|
||||
m_buildingSystem->tickConstruction(m_currentTick);
|
||||
m_buildingSystem->tickDeconstruction(m_currentTick); // parallel to construction
|
||||
m_buildingSystem->tickBeltPull(); // step 3
|
||||
m_buildingSystem->tickProduction(m_currentTick); // step 4
|
||||
m_buildingSystem->tickShipyardProduction(m_currentTick); // step 4b
|
||||
@@ -1196,7 +1200,12 @@ std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint
|
||||
|
||||
void Simulation::demolish(BuildingId id)
|
||||
{
|
||||
m_buildingBlocksStock += m_buildingSystem->demolish(id);
|
||||
m_buildingBlocksStock += m_buildingSystem->demolish(id, m_currentTick);
|
||||
}
|
||||
|
||||
void Simulation::cancelDeconstruction(BuildingId id)
|
||||
{
|
||||
m_buildingSystem->cancelDeconstruction(id);
|
||||
}
|
||||
|
||||
BuildingSystem& Simulation::getBuildingsMutable()
|
||||
|
||||
@@ -139,9 +139,14 @@ private:
|
||||
// Returns the new entity id, or nullopt if blocks are insufficient.
|
||||
std::optional<BuildingId> tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation);
|
||||
|
||||
// Demolishes the building with the given id and refunds building blocks.
|
||||
// Marks the building with the given id for demolition: a construction site is
|
||||
// removed instantly (full refund), a built building is queued for timed
|
||||
// deconstruction (REQ-BLD-DECON-QUEUE), refunded on completion.
|
||||
void demolish(BuildingId id);
|
||||
|
||||
// Takes a queued building back out of the deconstruction queue (REQ-BLD-DECON-QUEUE).
|
||||
void cancelDeconstruction(BuildingId id);
|
||||
|
||||
// Applies the player's chosen schematic from the pending choices.
|
||||
// choiceIndex must be in [0, pendingChoices.size()).
|
||||
// Clears the pending choices after application.
|
||||
|
||||
@@ -58,6 +58,7 @@ static void runTicks(BuildingSystem& bs, BeltSystem& belts, int n, Tick& tick)
|
||||
for (int i = 0; i < n; ++i)
|
||||
{
|
||||
bs.tickConstruction(tick);
|
||||
bs.tickDeconstruction(tick);
|
||||
bs.tickBeltPull();
|
||||
bs.tickProduction(tick);
|
||||
bs.tickOutputBelts();
|
||||
@@ -265,33 +266,20 @@ TEST_CASE("BuildingSystem: placed building enters construction queue", "[buildin
|
||||
REQUIRE(bs.findSite(id) != nullptr);
|
||||
}
|
||||
|
||||
TEST_CASE("BuildingSystem: demolish frees tiles and returns refund", "[building]")
|
||||
TEST_CASE("BuildingSystem: demolishing a construction site removes it instantly with full refund",
|
||||
"[building]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
BeltSystem belts(cfg.world.beltSpeed_tps);
|
||||
int stock = 0;
|
||||
std::mt19937 rng(0);
|
||||
BuildingId nextBuildingId = 1;
|
||||
BuildingSystem bs(cfg, belts,
|
||||
[&nextBuildingId]() { return nextBuildingId++; },
|
||||
[&stock](int n) { stock += n; },
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
[](const std::string&) -> bool { return true; },
|
||||
rng);
|
||||
PlacementFixture f;
|
||||
const BuildingId id =
|
||||
f.bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0).value();
|
||||
|
||||
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0).value();
|
||||
// Still queued for construction (not yet built): instant removal, full cost
|
||||
// refunded immediately, never entering the deconstruction queue (REQ-BLD-DEMOLISH).
|
||||
const int refund = f.bs.demolish(id, 0);
|
||||
|
||||
// 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, belts, static_cast<int>(secondsToTicks(10.0)) + 1, tick);
|
||||
|
||||
const int refund = bs.demolish(id);
|
||||
|
||||
// Miner cost = 15, refund = floor(15 * 75 / 100) = 11.
|
||||
REQUIRE(refund == 15 * cfg.world.refundPercentage / 100);
|
||||
REQUIRE_FALSE(bs.isTileOccupied(QPoint(0, 0)));
|
||||
REQUIRE(bs.getAllSites().empty());
|
||||
REQUIRE(refund == 15); // Miner cost = 15
|
||||
REQUIRE_FALSE(f.bs.isTileOccupied(QPoint(0, 0)));
|
||||
REQUIRE(f.bs.getAllSites().empty());
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -364,6 +352,147 @@ TEST_CASE("BuildingSystem: construction completes after configured duration", "[
|
||||
REQUIRE(bs.findBuilding(id) != nullptr);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Deconstruction queue (REQ-BLD-DECON-QUEUE)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
// Runs ticks until the building with the given id is operational, or fails.
|
||||
static void runUntilBuilt(PlacementFixture& f, BuildingId id, Tick& tick)
|
||||
{
|
||||
for (int i = 0; i < 100000 && f.bs.findBuilding(id) == nullptr; ++i)
|
||||
{
|
||||
runTicks(f.bs, f.belts, 1, tick);
|
||||
}
|
||||
REQUIRE(f.bs.findBuilding(id) != nullptr);
|
||||
}
|
||||
|
||||
TEST_CASE("BuildingSystem: demolishing a built building queues it; refund credited on completion",
|
||||
"[building][decon]")
|
||||
{
|
||||
PlacementFixture f;
|
||||
const BuildingId id =
|
||||
f.bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0).value();
|
||||
|
||||
Tick tick = 0;
|
||||
runUntilBuilt(f, id, tick);
|
||||
|
||||
// Demolishing a built building returns nothing immediately and queues it,
|
||||
// stopping it operating while its tiles stay occupied (REQ-BLD-DECON-QUEUE).
|
||||
const int refund = f.bs.demolish(id, tick);
|
||||
REQUIRE(refund == 0);
|
||||
REQUIRE(f.bs.isQueuedForDeconstruction(id));
|
||||
REQUIRE(f.bs.isTileOccupied(QPoint(0, 0)));
|
||||
REQUIRE(f.stock == 0);
|
||||
|
||||
// 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.belts, static_cast<int>(secondsToTicks(0.1)) + 1, tick);
|
||||
REQUIRE(f.bs.findBuilding(id) == nullptr);
|
||||
REQUIRE_FALSE(f.bs.isTileOccupied(QPoint(0, 0)));
|
||||
REQUIRE(f.stock == 15 * f.cfg.world.refundPercentage / 100);
|
||||
}
|
||||
|
||||
TEST_CASE("BuildingSystem: deconstruction queue removes one building at a time", "[building][decon]")
|
||||
{
|
||||
PlacementFixture f;
|
||||
const BuildingId a = f.bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0).value();
|
||||
const BuildingId b = f.bs.place(BuildingType::Miner, QPoint(5, 5), Rotation::East, 0).value();
|
||||
|
||||
Tick tick = 0;
|
||||
runUntilBuilt(f, a, tick);
|
||||
runUntilBuilt(f, b, tick);
|
||||
|
||||
// Queue both in one tick; 'a' is at the front of the deconstruction queue.
|
||||
f.bs.demolish(a, tick);
|
||||
f.bs.demolish(b, tick);
|
||||
REQUIRE(f.bs.isQueuedForDeconstruction(a));
|
||||
REQUIRE(f.bs.isQueuedForDeconstruction(b));
|
||||
|
||||
// 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.belts, static_cast<int>(secondsToTicks(0.1)) + 1, tick);
|
||||
REQUIRE(f.bs.findBuilding(a) == nullptr);
|
||||
REQUIRE(f.bs.findBuilding(b) != nullptr);
|
||||
REQUIRE(f.bs.isQueuedForDeconstruction(b));
|
||||
REQUIRE(f.stock == 15 * f.cfg.world.refundPercentage / 100);
|
||||
|
||||
// The second drains next.
|
||||
runTicks(f.bs, f.belts, static_cast<int>(secondsToTicks(0.1)) + 2, tick);
|
||||
REQUIRE(f.bs.findBuilding(b) == nullptr);
|
||||
REQUIRE(f.stock == 2 * (15 * f.cfg.world.refundPercentage / 100));
|
||||
}
|
||||
|
||||
TEST_CASE("BuildingSystem: cancelling deconstruction resumes the building with no refund",
|
||||
"[building][decon]")
|
||||
{
|
||||
PlacementFixture f;
|
||||
const BuildingId id =
|
||||
f.bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0).value();
|
||||
|
||||
Tick tick = 0;
|
||||
runUntilBuilt(f, id, tick);
|
||||
|
||||
f.bs.demolish(id, tick);
|
||||
REQUIRE(f.bs.isQueuedForDeconstruction(id));
|
||||
|
||||
// Un-queue before it drains: it operates again, no refund, tiles still occupied.
|
||||
f.bs.cancelDeconstruction(id);
|
||||
REQUIRE_FALSE(f.bs.isQueuedForDeconstruction(id));
|
||||
REQUIRE(f.bs.findBuilding(id) != nullptr);
|
||||
REQUIRE(f.bs.isTileOccupied(QPoint(0, 0)));
|
||||
REQUIRE(f.stock == 0);
|
||||
|
||||
// It is never removed even after more than a deconstruction interval passes.
|
||||
runTicks(f.bs, f.belts, static_cast<int>(secondsToTicks(0.1)) + 5, tick);
|
||||
REQUIRE(f.bs.findBuilding(id) != nullptr);
|
||||
REQUIRE(f.stock == 0);
|
||||
}
|
||||
|
||||
TEST_CASE("BuildingSystem: queued belt stops transporting; cancel restores it", "[building][decon]")
|
||||
{
|
||||
PlacementFixture f;
|
||||
const BuildingId id =
|
||||
f.bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0).value();
|
||||
|
||||
Tick tick = 0;
|
||||
runUntilBuilt(f, id, tick);
|
||||
REQUIRE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"), Rotation::East));
|
||||
|
||||
// Queuing a belt unregisters its tile from the belt subsystem, so it no longer
|
||||
// accepts or transports items, though the tile stays occupied (REQ-BLD-DECON-QUEUE).
|
||||
f.bs.demolish(id, tick);
|
||||
REQUIRE_FALSE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"), Rotation::East));
|
||||
REQUIRE(f.bs.isTileOccupied(QPoint(0, 0)));
|
||||
|
||||
// Un-queuing re-registers the belt tile so it transports again.
|
||||
f.bs.cancelDeconstruction(id);
|
||||
REQUIRE(f.belts.tryPutItem(QPoint(0, 0), makeItem("iron_ore"), Rotation::East));
|
||||
}
|
||||
|
||||
TEST_CASE("BuildingSystem: splitter filters survive a queue/un-queue round-trip", "[building][decon]")
|
||||
{
|
||||
PlacementFixture f;
|
||||
const BuildingId id =
|
||||
f.bs.place(BuildingType::Splitter, QPoint(0, 0), Rotation::East, 0).value();
|
||||
|
||||
Tick tick = 0;
|
||||
runUntilBuilt(f, id, tick);
|
||||
|
||||
f.belts.setSplitterFilters(QPoint(0, 0), {ItemType{"iron_ore"}}, {});
|
||||
|
||||
// Queue: the belt subsystem tile (and its filters) are unregistered, but the
|
||||
// filters are captured so an un-queue can restore them.
|
||||
f.bs.demolish(id, tick);
|
||||
REQUIRE_FALSE(f.belts.getSplitterInfo(QPoint(0, 0)).has_value());
|
||||
|
||||
f.bs.cancelDeconstruction(id);
|
||||
const std::optional<BeltSystem::SplitterInfo> info = f.belts.getSplitterInfo(QPoint(0, 0));
|
||||
REQUIRE(info.has_value());
|
||||
REQUIRE(info->filterA.size() == 1);
|
||||
REQUIRE(info->filterA[0].id == "iron_ore");
|
||||
REQUIRE(info->filterB.empty());
|
||||
}
|
||||
|
||||
TEST_CASE("BuildingSystem: second building starts after first completes", "[building]")
|
||||
{
|
||||
const GameConfig cfg = loadConfig();
|
||||
|
||||
@@ -10,6 +10,7 @@
|
||||
#include "Rotation.h"
|
||||
#include "Simulation.h"
|
||||
#include "SimulationTestAccess.h"
|
||||
#include "Tick.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
@@ -78,6 +79,35 @@ TEST_CASE("apply(DemolishCommand) matches direct demolish", "[command]")
|
||||
REQUIRE(viaCommand.computeStateChecksum() == viaDirect.computeStateChecksum());
|
||||
}
|
||||
|
||||
TEST_CASE("apply(CancelDeconstructionCommand) matches direct cancelDeconstruction", "[command]")
|
||||
{
|
||||
Simulation viaCommand(loadConfig(), 99);
|
||||
Simulation viaDirect(loadConfig(), 99);
|
||||
|
||||
const BuildingId idA =
|
||||
SimulationTestAccess::place(viaCommand, BuildingType::Miner, QPoint(-3, 0), Rotation::East).value();
|
||||
const BuildingId idB =
|
||||
SimulationTestAccess::place(viaDirect, BuildingType::Miner, QPoint(-3, 0), Rotation::East).value();
|
||||
REQUIRE(idA == idB);
|
||||
|
||||
// Build the miners, then queue both for deconstruction identically.
|
||||
for (int i = 0; i < static_cast<int>(secondsToTicks(10.0)) + 1; ++i)
|
||||
{
|
||||
viaCommand.tick();
|
||||
viaDirect.tick();
|
||||
}
|
||||
SimulationTestAccess::demolish(viaCommand, idA);
|
||||
SimulationTestAccess::demolish(viaDirect, idB);
|
||||
|
||||
CancelDeconstructionCommand command;
|
||||
command.id = idA;
|
||||
viaCommand.apply(command);
|
||||
|
||||
SimulationTestAccess::cancelDeconstruction(viaDirect, idB);
|
||||
|
||||
REQUIRE(viaCommand.computeStateChecksum() == viaDirect.computeStateChecksum());
|
||||
}
|
||||
|
||||
TEST_CASE("CommandManager drains queued commands in FIFO order through apply", "[command]")
|
||||
{
|
||||
Simulation viaManager(loadConfig(), 99);
|
||||
|
||||
@@ -211,6 +211,7 @@ TEST_CASE("Missing field in world.toml is rejected with the field path", "[confi
|
||||
[world]
|
||||
height_tiles = 60
|
||||
refund_percentage = 75
|
||||
deconstruction_time_seconds = 0.1
|
||||
scrap_despawn_seconds = 30
|
||||
scrap_per_threat = 0.01
|
||||
tile_size_m = 10
|
||||
@@ -262,6 +263,7 @@ TEST_CASE("Malformed formula in world.toml is rejected with field identification
|
||||
[world]
|
||||
height_tiles = 60
|
||||
refund_percentage = 75
|
||||
deconstruction_time_seconds = 0.1
|
||||
scrap_despawn_seconds = 30
|
||||
scrap_per_threat = 0.01
|
||||
tile_size_m = 10
|
||||
@@ -314,6 +316,7 @@ TEST_CASE("Inverted wave gap range is rejected", "[config]")
|
||||
[world]
|
||||
height_tiles = 60
|
||||
refund_percentage = 75
|
||||
deconstruction_time_seconds = 0.1
|
||||
scrap_despawn_seconds = 30
|
||||
scrap_per_threat = 0.01
|
||||
tile_size_m = 10
|
||||
|
||||
@@ -35,6 +35,11 @@ struct SimulationTestAccess
|
||||
|
||||
static void demolish(Simulation& sim, BuildingId id) { sim.demolish(id); }
|
||||
|
||||
static void cancelDeconstruction(Simulation& sim, BuildingId id)
|
||||
{
|
||||
sim.cancelDeconstruction(id);
|
||||
}
|
||||
|
||||
static void applySchematicChoice(Simulation& sim, int choiceIndex)
|
||||
{
|
||||
sim.applySchematicChoice(choiceIndex);
|
||||
|
||||
@@ -1977,6 +1977,17 @@ void GameWorldView::drawOverlays(QPainter& painter)
|
||||
}
|
||||
}
|
||||
|
||||
// Queued for deconstruction: tint every building currently in the
|
||||
// deconstruction queue, regardless of mode (REQ-BLD-DECON-QUEUE).
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
{
|
||||
if (!b.queuedForDeconstruction) { continue; }
|
||||
for (const QPoint& cell : b.bodyCells)
|
||||
{
|
||||
painter.fillRect(tileRect(cell), m_visuals->overlays.demolishTint);
|
||||
}
|
||||
}
|
||||
|
||||
// Demolish tint: while dragging a demolish box, tint every covered
|
||||
// building/site (REQ-BLD-DEMOLISH-BOX); otherwise tint the hovered one.
|
||||
if (m_demolishMode && m_boxSelecting)
|
||||
@@ -2623,17 +2634,62 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
|
||||
if (m_demolishMode)
|
||||
{
|
||||
// Demolish every covered building/site; the HQ is protected
|
||||
// (REQ-BLD-DEMOLISH, REQ-BLD-DEMOLISH-BOX).
|
||||
const BuildingSystem& buildings = m_sim->getBuildings();
|
||||
|
||||
// Split covered ids into construction sites (removed instantly) and
|
||||
// operational demolishable buildings (the HQ is protected; player
|
||||
// defence stations are not Buildings and never appear in the box).
|
||||
std::vector<BuildingId> sites;
|
||||
std::vector<BuildingId> operational;
|
||||
for (BuildingId id : boxIds)
|
||||
{
|
||||
const Building* b = m_sim->getBuildings().findBuilding(id);
|
||||
if (b && b->type == BuildingType::Hq) { continue; }
|
||||
if (const Building* b = buildings.findBuilding(id))
|
||||
{
|
||||
if (b->type == BuildingType::Hq) { continue; }
|
||||
operational.push_back(id);
|
||||
}
|
||||
else if (buildings.findSite(id))
|
||||
{
|
||||
sites.push_back(id);
|
||||
}
|
||||
}
|
||||
|
||||
// Sites: instant demolition with the full refund (REQ-BLD-DEMOLISH).
|
||||
for (BuildingId id : sites)
|
||||
{
|
||||
std::shared_ptr<DemolishCommand> command =
|
||||
std::make_shared<DemolishCommand>();
|
||||
command->id = id;
|
||||
enqueueCommand(command);
|
||||
}
|
||||
|
||||
// Operational buildings: if every covered one is already queued,
|
||||
// un-queue them all; otherwise queue each one not yet queued. A plain
|
||||
// click is the one-element case, giving the queue/un-queue toggle
|
||||
// (REQ-BLD-DEMOLISH-BOX, REQ-BLD-DEMOLISH-CLICK).
|
||||
bool allQueued = !operational.empty();
|
||||
for (BuildingId id : operational)
|
||||
{
|
||||
if (!buildings.isQueuedForDeconstruction(id)) { allQueued = false; break; }
|
||||
}
|
||||
for (BuildingId id : operational)
|
||||
{
|
||||
if (allQueued)
|
||||
{
|
||||
std::shared_ptr<CancelDeconstructionCommand> command =
|
||||
std::make_shared<CancelDeconstructionCommand>();
|
||||
command->id = id;
|
||||
enqueueCommand(command);
|
||||
}
|
||||
else if (!buildings.isQueuedForDeconstruction(id))
|
||||
{
|
||||
std::shared_ptr<DemolishCommand> command =
|
||||
std::make_shared<DemolishCommand>();
|
||||
command->id = id;
|
||||
enqueueCommand(command);
|
||||
}
|
||||
}
|
||||
|
||||
m_demolishHoverBuildingId = std::nullopt;
|
||||
return;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user