laser requirements

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2026-04-18 22:28:40 +02:00
parent 1796d3771c
commit b5e2cbbb4f
2 changed files with 19 additions and 1 deletions

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@@ -63,6 +63,22 @@ Simulation types shared across subsystems:
- `Item``struct Item { ItemType type; }`. Items on belts have no persistent identity across ticks.
- `Port``struct Port { QPoint tile; Rotation direction; }`. Identifies a belt-adjacent cell and the direction of flow across that cell.
- `MovementIntent``struct MovementIntent { int priority; QVector2D target; }`. Priority follows the order declared under Movement Arbitration. Cleared at the start of each tick; the highest-priority write wins; `tickMovement` reads the winner.
- `FireEvent``struct FireEvent { EntityId shooter; EntityId target; Tick emittedAt; }`. Transient record emitted each time a weapon fires (REQ-SHP-FIRING, REQ-SHP-FIRING-BEAM). Buffered in a sim-owned queue and drained by the renderer; see Sim → UI Events.
## Sim → UI Events
The sim owns a small set of per-frame event queues that the UI drains on each render. These carry one-shot signals that are not derivable from persistent state — notably weapon fires (REQ-SHP-FIRING-BEAM). Additional event types can be added here later (e.g., building-complete, unit-death flashes) without changing the pattern.
Implementation: a plain `std::vector<FireEvent>` owned by `Simulation`, one vector per event type. Combat resolution (tick-order step 8) appends to it. The UI calls `simulation.drainFireEvents()` once per rendered frame, which returns the accumulated vector by move and clears the internal one. Beams are tracked by the renderer for 0.3 s of wall time (9 ticks at 30 Hz) using the events' `emittedAt` tick, then discarded. If either the shooter or target entity is gone when the renderer looks them up, the beam is dropped early.
We deliberately do **not** use `QObject` signals/slots or `QEvent`:
- **Determinism.** A plain ordered vector preserves tick-order exactly; the queue is part of per-tick state, inspectable in tests.
- **Sim/UI seam.** The sim exposes pull-style access only; the UI never subscribes into the sim, keeping the simulation/presentation split clean.
- **Headless testability.** Catch2 tests read the queue directly after `tick()`; no event loop, no `QApplication`.
- **Zero overhead.** Sim types remain plain structs — no `QObject`, no moc, no signal dispatch machinery.
If the number of event types grows past a handful, we can wrap them in a small `EventQueue<T>` template, still owned by the sim. Signals/slots would only be warranted if we needed multiple independent subscribers or cross-thread dispatch, and we need neither.
## Tick Order
@@ -75,7 +91,7 @@ Within a single simulation tick, subsystems run in this fixed order. The order i
5. **Building → belt push** — buildings push items from output buffer onto the belt tile at their output port (REQ-MAT-OUTPUT-PORT).
6. **Belt tick** — advance items along belt tiles; apply splitter routing (REQ-BLD-SPLITTER).
7. **Ship behavior systems** — clear `MovementIntent` on each ship, then run `tickThreatResponse`, `tickScrapCollector`, `tickRepairBehavior`, `tickHomeReturn` in any order (arbitration is via intent priority).
8. **Combat resolution** — ships and defence stations acquire targets, fire, apply damage; queue deaths.
8. **Combat resolution** — ships and defence stations acquire targets, fire, apply damage; queue deaths. Each fire appends a `FireEvent` to the sim's fire-event queue (REQ-SHP-FIRING-BEAM).
9. **Deaths & loot** — process queued deaths: drop scrap (REQ-RES-SCRAP-DROP), drop blueprints (REQ-DEF-BLUEPRINT-DROP), remove entities.
10. **`tickMovement`** — advance ship positions based on final `MovementIntent`.
11. **Scrap despawn** — decrement scrap timers; remove expired scrap (REQ-RES-SCRAP-DROP).