implement building system
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@@ -1,21 +1,25 @@
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#pragma once
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#include <memory>
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#include <random>
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#include <vector>
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#include "BeltSystem.h"
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#include "BlueprintDropEvent.h"
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#include "EntityId.h"
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#include "FireEvent.h"
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#include "BlueprintDropEvent.h"
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#include "GameConfig.h"
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#include "Tick.h"
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class BuildingSystem;
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class Simulation
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{
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public:
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explicit Simulation(const GameConfig& config, unsigned int seed = 0);
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~Simulation();
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// Advances the simulation by one tick. Tick order per architecture.md §Tick Order.
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// Currently a stub; subsystems are plugged in across Steps 3-7.
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void tick();
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// Returns all fire events accumulated since the last drain, clearing the
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@@ -26,6 +30,12 @@ public:
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std::vector<BlueprintDropEvent> drainBlueprintDropEvents();
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Tick currentTick() const;
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int buildingBlocksStock() const;
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BuildingSystem& buildings();
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const BuildingSystem& buildings() const;
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BeltSystem& belts();
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const BeltSystem& belts() const;
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private:
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EntityId allocateId(); // Strictly increasing; never returns kInvalidEntityId.
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@@ -33,9 +43,13 @@ private:
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const GameConfig& m_config;
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std::mt19937 m_rng;
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Tick m_currentTick;
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EntityId m_nextId; // starts at 1; 0 is kInvalidEntityId.
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Tick m_currentTick;
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EntityId m_nextId;
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int m_buildingBlocksStock;
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std::vector<FireEvent> m_fireEvents;
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BeltSystem m_beltSystem;
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std::unique_ptr<BuildingSystem> m_buildingSystem;
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std::vector<FireEvent> m_fireEvents;
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std::vector<BlueprintDropEvent> m_blueprintDropEvents;
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};
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