Add deconstruction queue
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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).
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// completesAt == 0 means "queued but its timer has not started yet"
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// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
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// here so cancelDeconstruction can restore them on re-registration.
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struct DeconstructionEntry
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{
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BuildingId id = kInvalidBuildingId;
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Tick completesAt = 0;
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std::vector<ItemType> splitterFilterA;
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std::vector<ItemType> splitterFilterB;
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};
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std::deque<DeconstructionEntry> m_deconstructionQueue;
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// Maps every occupied body-cell coordinate to the entity that owns it.
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std::map<std::pair<int, int>, BuildingId> m_tileOccupancy;
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};
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