Prefix all getters with "get"
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@@ -41,7 +41,7 @@ public:
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explicit Simulation(GameConfig config, unsigned int seed = 0);
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~Simulation();
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const GameConfig& config() const;
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const GameConfig& getConfig() const;
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// Reinitializes all simulation state as if constructed fresh.
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void reset(unsigned int seed = 0);
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@@ -68,26 +68,26 @@ public:
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// Returns true if there are pending schematic choices waiting for player input.
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bool hasSchematicChoicesPending() const;
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Tick currentTick() const;
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Tick getCurrentTick() const;
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// The seed this run was (re)initialized with; written to the replay header.
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unsigned int getSeed() const;
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int buildingBlocksStock() const;
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int getBuildingBlocksStock() const;
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// Current asteroid width in tiles = base width + purchased expansions
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// (REQ-EXP-UNLOCK, REQ-GW-ASTEROID-EXPAND).
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int currentAsteroidWidth_tiles() const;
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int getCurrentAsteroidWidth_tiles() const;
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// Building block cost of the next expansion, floored to an integer
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// (REQ-EXP-COST); x = number of expansions already purchased.
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int currentExpansionCost() const;
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int getCurrentExpansionCost() const;
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bool isGameOver() const;
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bool isWon() const;
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int artifactCount() const;
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double threatLevel() const;
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double threatAccumulationRate() const;
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double maxFactoryProductionThreatRate() const;
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double currentFactoryProductionThreatRate() const;
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int bossWaveCounter() const;
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Tick bossCountdownTicks() const;
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Tick normalGapRemainingTicks() const;
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int getArtifactCount() const;
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double getThreatLevel() const;
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double getThreatAccumulationRate() const;
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double getMaxFactoryProductionThreatRate() const;
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double getCurrentFactoryProductionThreatRate() const;
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int getBossWaveCounter() const;
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Tick getBossCountdownTicks() const;
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Tick getNormalGapRemainingTicks() const;
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// Ship schematic state query.
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bool isSchematicUnlocked(const std::string& shipId) const;
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@@ -102,25 +102,25 @@ public:
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// -- Determinism (see docs/replay_design.md) -----------------------------
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// 64-bit fingerprint of the RNG stream state. Cheap; written to the replay
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// file periodically + after each command for desync detection.
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unsigned long long rngFingerprint() const;
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unsigned long long getRngFingerprint() const;
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// 64-bit fingerprint of the full simulation state (RNG, scalars, buildings,
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// belts, and ECS component state). Used by the double-run determinism test;
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// a superset of rngFingerprint().
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// a superset of getRngFingerprint().
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unsigned long long computeStateChecksum() const;
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// Const subsystem accessors (queries only). The mutable counterparts are
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// private and reachable only through Simulation::apply (the command
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// chokepoint) or, in tests, SimulationTestAccess — so production code cannot
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// mutate the factory outside the recorded command path (docs/replay_design.md).
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const BuildingSystem& buildings() const;
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const BeltSystem& belts() const;
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ShipSystem& ships();
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const ShipSystem& ships() const;
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ScrapSystem& scraps();
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const ScrapSystem& scraps() const;
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EntityAdmin& admin();
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const EntityAdmin& admin() const;
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const BuildingSystem& getBuildings() const;
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const BeltSystem& getBelts() const;
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ShipSystem& getShips();
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const ShipSystem& getShips() const;
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ScrapSystem& getScraps();
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const ScrapSystem& getScraps() const;
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EntityAdmin& getAdmin();
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const EntityAdmin& getAdmin() const;
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private:
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// Grants tests access to the private player-action mutators below without
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@@ -148,8 +148,8 @@ private:
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void tryExpandAsteroid();
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// Mutable subsystem accessors; same chokepoint rule as the mutators above.
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BuildingSystem& buildingsMutable();
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BeltSystem& beltsMutable();
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BuildingSystem& getBuildingsMutable();
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BeltSystem& getBeltsMutable();
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void handleEvent(std::shared_ptr<const TracePrintRequestedEvent> event) override;
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