move the placement rules and the config-dependent queries off BuildingSystem
This commit is contained in:
@@ -7,6 +7,7 @@
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#include <set>
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#include "FactoryQueries.h"
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#include "PlacementRules.h"
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#include "ProductionRules.h"
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#include "PortGeometry.h"
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#include "StateChecksum.h"
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@@ -182,87 +183,6 @@ void BuildingSystem::initSalvageBayBuffer(Building& b) const
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(def && def->outputBufferCapacity) ? *def->outputBufferCapacity : 0;
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}
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std::vector<Port> BuildingSystem::computeInputPorts(const Building& b) const
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{
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return computeInputPorts(b.bodyCells, b.outputPorts);
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}
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std::vector<Port> BuildingSystem::computeInputPorts(
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const std::vector<QPoint>& bodyCells,
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const std::vector<Port>& outputPorts) const
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{
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// Build lookup sets for quick membership checks.
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std::set<std::pair<int, int>> bodySet;
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for (const QPoint& cell : bodyCells)
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{
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bodySet.insert({cell.x(), cell.y()});
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}
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std::set<std::pair<int, int>> outputPortTiles;
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for (const Port& port : outputPorts)
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{
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outputPortTiles.insert({port.tile.x(), port.tile.y()});
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}
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// Neighbour deltas and the corresponding "inward" belt direction.
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const int dx[4] = {-1, 1, 0, 0};
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const int dy[4] = { 0, 0, -1, 1};
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const Rotation inward[4] = {
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Rotation::East, // neighbour is to the West; belt flows East toward building
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Rotation::West, // neighbour is to the East; belt flows West toward building
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Rotation::South, // neighbour is above (row-1); belt flows South toward building
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Rotation::North // neighbour is below (row+1); belt flows North toward building
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};
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std::set<std::pair<int, int>> seen;
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std::vector<Port> inputPorts;
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for (const QPoint& cell : bodyCells)
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{
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for (int i = 0; i < 4; ++i)
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{
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const int nx = cell.x() + dx[i];
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const int ny = cell.y() + dy[i];
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const std::pair<int, int> neighbor = {nx, ny};
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if (bodySet.count(neighbor)) { continue; }
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if (outputPortTiles.count(neighbor)){ continue; }
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if (seen.count(neighbor)) { continue; }
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seen.insert(neighbor);
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Port port;
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port.tile = QPoint(nx, ny);
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port.direction = inward[i];
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inputPorts.push_back(port);
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}
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}
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return inputPorts;
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}
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std::vector<Port> BuildingSystem::getInputPorts(BuildingId id) const
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{
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if (const Building* building = findBuilding(m_state, id))
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{
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return building->inputPorts;
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}
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if (const ConstructionSite* site = findSite(m_state, id))
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{
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// A site stores no ports; derive its output ports from the mask (absolute)
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// and run the same input-edge scan (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS).
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const BuildingDef* def = m_config.buildings.findBuildingDef(site->type);
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if (def == nullptr) { return {}; }
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const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, site->rotation);
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std::vector<Port> outputPortsAbsolute;
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outputPortsAbsolute.reserve(mask.outputPorts.size());
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for (const Port& port : mask.outputPorts)
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{
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outputPortsAbsolute.push_back(Port{ site->anchor + port.tile, port.direction });
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}
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return computeInputPorts(site->bodyCells, outputPortsAbsolute);
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}
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return {};
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}
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std::vector<Item> BuildingSystem::rollReprocessingOutput(const RecipeDef& recipe)
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{
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@@ -301,7 +221,7 @@ std::optional<BuildingId> BuildingSystem::place(BuildingType type, QPoint anchor
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const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rotation);
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// Reject placements that fall outside the world (REQ-BLD-PLACE-VALID).
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if (!bodyCellsWithinWorldBounds(mask.bodyCells, anchor))
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if (!bodyCellsWithinWorldBounds(m_state, m_config, mask.bodyCells, anchor))
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{
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return std::nullopt;
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}
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@@ -337,70 +257,6 @@ std::optional<BuildingId> BuildingSystem::place(BuildingType type, QPoint anchor
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return id;
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}
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bool BuildingSystem::bodyCellsWithinWorldBounds(const std::vector<QPoint>& bodyCells,
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QPoint anchor) const
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{
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const int heightTiles = m_config.world.heightTiles;
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const int leftEdgeX = -m_state.asteroidWidth_tiles;
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for (const QPoint& cell : bodyCells)
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{
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const QPoint worldCell = anchor + cell;
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if (worldCell.y() < 0 || worldCell.y() >= heightTiles)
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{
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return false;
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}
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if (worldCell.x() < leftEdgeX)
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{
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return false;
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}
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}
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return true;
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}
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bool BuildingSystem::isPlacementValid(BuildingType type, QPoint anchor,
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Rotation rotation) const
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{
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const BuildingDef* def = m_config.buildings.findBuildingDef(type);
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if (def == nullptr)
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{
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return false;
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}
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const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rotation);
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if (!bodyCellsWithinWorldBounds(mask.bodyCells, anchor))
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{
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return false;
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}
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// Terrain: ship-dock (S) cells must sit in space (x >= 0); all other body
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// (A) cells must sit on the asteroid (x < 0). (REQ-BLD-PLACE-VALID)
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for (const QPoint& cell : mask.bodyCells)
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{
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const QPoint worldCell = anchor + cell;
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bool isShipDock = false;
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for (const QPoint& dock : mask.shipDockCells)
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{
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if (dock == cell)
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{
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isShipDock = true;
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break;
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}
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}
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if (isShipDock)
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{
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if (worldCell.x() < 0)
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{
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return false;
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}
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}
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else if (worldCell.x() >= 0)
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{
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return false;
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}
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}
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return true;
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}
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// ---------------------------------------------------------------------------
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// Deconstruct
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// ---------------------------------------------------------------------------
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@@ -595,29 +451,6 @@ void BuildingSystem::setShipLayout(BuildingId id, const ShipLayoutConfig& layout
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}
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}
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std::optional<BeltSystem::SplitterInfo>
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BuildingSystem::getSiteSplitterInfo(BuildingId id) const
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{
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for (const ConstructionSite& site : m_state.constructionQueue)
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{
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if (site.id != id) { continue; }
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if (site.type != BuildingType::Splitter) { return std::nullopt; }
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const BuildingDef* def = m_config.buildings.findBuildingDef(site.type);
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const ParsedSurfaceMask mask = parseSurfaceMask(
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def ? def->surfaceMask : std::vector<std::string>{}, site.rotation);
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if (mask.outputPorts.size() < 2) { return std::nullopt; }
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BeltSystem::SplitterInfo info;
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info.outputA = mask.outputPorts[0].direction;
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info.outputB = mask.outputPorts[1].direction;
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info.filterA = site.splitterFilterA;
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info.filterB = site.splitterFilterB;
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return info;
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}
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return std::nullopt;
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}
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void BuildingSystem::setSiteSplitterFilters(BuildingId id,
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const std::vector<ItemType>& filterA,
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const std::vector<ItemType>& filterB)
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@@ -690,7 +523,7 @@ void BuildingSystem::tickConstruction(Tick currentTick)
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building.outputPorts.push_back(absPort);
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}
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building.emergingItems.resize(building.outputPorts.size());
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building.inputPorts = computeInputPorts(building);
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building.inputPorts = computeInputPorts(building.bodyCells, building.outputPorts);
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building.incomingItems.assign(building.inputPorts.size(), {});
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if (building.type == BuildingType::SalvageBay)
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@@ -1263,56 +1096,6 @@ void BuildingSystem::forEachIncomingItem(
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std::optional<BuildingId> BuildingSystem::findRotateInPlaceTarget(
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BuildingType type, QPoint anchor, Rotation rot) const
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{
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// Tunnel Entries and Tunnel Exits cannot be rotated in place; re-orienting a
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// tunnel requires deconstructing and re-placing it (REQ-BLD-ROTATE-IN-PLACE).
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if (type == BuildingType::TunnelEntry || type == BuildingType::TunnelExit)
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{
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return std::nullopt;
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}
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const BuildingDef* def = m_config.buildings.findBuildingDef(type);
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if (!def) { return std::nullopt; }
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const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rot);
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if (mask.bodyCells.empty()) { return std::nullopt; }
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// All body cells must be occupied by the same entity.
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const QPoint firstAbs = anchor + mask.bodyCells[0];
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const std::optional<BuildingId> firstOwner = m_state.grid.findOwner(firstAbs);
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if (!firstOwner.has_value()) { return std::nullopt; }
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const BuildingId candidateId = *firstOwner;
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for (const QPoint& rel : mask.bodyCells)
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{
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const std::optional<BuildingId> owner = m_state.grid.findOwner(anchor + rel);
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if (!owner.has_value() || *owner != candidateId)
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{
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return std::nullopt;
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}
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}
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// Verify the candidate is the same building type with the same cell count.
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for (const ConstructionSite& site : m_state.constructionQueue)
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{
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if (site.id != candidateId) { continue; }
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if (site.type != type) { return std::nullopt; }
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if (site.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
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return candidateId;
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}
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for (const Building& b : m_state.buildings)
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{
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if (b.id != candidateId) { continue; }
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if (b.type != type) { return std::nullopt; }
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if (b.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
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return candidateId;
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}
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return std::nullopt;
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}
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void BuildingSystem::rotateInPlace(BuildingId id, Rotation newRotation)
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{
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// Construction site path — just update rotation; no ports to recompute.
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@@ -1348,7 +1131,7 @@ void BuildingSystem::rotateInPlace(BuildingId id, Rotation newRotation)
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// the lanes to the new port set (REQ-MAT-OUTPUT-EMERGE).
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b.emergingItems.clear();
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b.emergingItems.resize(b.outputPorts.size());
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b.inputPorts = computeInputPorts(b);
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b.inputPorts = computeInputPorts(b.bodyCells, b.outputPorts);
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// Likewise discard in-transit input items and re-size the input belts to
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// the new port set (REQ-MAT-INPUT-INTAKE).
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b.incomingItems.assign(b.inputPorts.size(), {});
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@@ -1406,7 +1189,7 @@ BuildingId BuildingSystem::placeImmediate(BuildingType type,
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building.outputPorts.push_back(absPort);
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}
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building.emergingItems.resize(building.outputPorts.size());
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building.inputPorts = computeInputPorts(building);
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building.inputPorts = computeInputPorts(building.bodyCells, building.outputPorts);
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building.incomingItems.assign(building.inputPorts.size(), {});
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if (type == BuildingType::SalvageBay)
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@@ -16,6 +16,7 @@
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#include "BeltSystem.h"
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#include "Building.h"
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#include "FactoryState.h"
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#include "PlacementRules.h"
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#include "ProductionRules.h"
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#include "BuildingType.h"
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#include "BuildingId.h"
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@@ -60,8 +61,6 @@ public:
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// other body (A) cell sits on the asteroid (x < 0 and x >= the left edge),
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// and every cell has 0 <= y < world.height_tiles. There is no right-side
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// bound — space extends rightward. Tile occupancy is NOT checked here.
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bool isPlacementValid(BuildingType type, QPoint anchor,
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Rotation rotation) const;
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// Sets the current buildable asteroid width in tiles. Grows the left
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// placement bound as the player unlocks asteroid expansions (REQ-EXP-UNLOCK).
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@@ -99,7 +98,6 @@ public:
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// output directions (derived from its surface mask) and stored filters, or
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// nullopt if the id is not a Splitter site. The stored filters are applied
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// to BeltSystem when the splitter finishes building (tickConstruction).
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std::optional<BeltSystem::SplitterInfo> getSiteSplitterInfo(BuildingId id) const;
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void setSiteSplitterFilters(BuildingId id,
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const std::vector<ItemType>& filterA,
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const std::vector<ItemType>& filterB);
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@@ -145,13 +143,6 @@ public:
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void forEachIncomingItem(
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const std::function<void(const ItemType&, QPointF)>& visit) const;
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// Returns the entity id of the building or construction site whose footprint
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// exactly coincides with the ghost (type, anchor, rot) and is of the same
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// building type. Returns nullopt otherwise.
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std::optional<BuildingId> findRotateInPlaceTarget(BuildingType type,
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QPoint anchor,
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Rotation rot) const;
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// Rotate an existing building or construction site to newRotation in place.
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// For belt-type operational buildings, re-registers with BeltSystem (items
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// currently on the tile are discarded by BeltSystem::removeTile).
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@@ -162,7 +153,6 @@ public:
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// (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS): each returned Port.tile is the
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// outside adjacent tile and Port.direction is the belt facing that points into
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// the target. Output-port edges are excluded. Empty for an unknown id.
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std::vector<Port> getInputPorts(BuildingId id) const;
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// Register / unregister tile occupancy for ECS station entities.
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void registerTileOccupancy(const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
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@@ -238,14 +228,8 @@ private:
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void initAutoBuffers(Building& b) const;
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void initShipyardBuffers(Building& b) const;
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void initSalvageBayBuffer(Building& b) const;
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std::vector<Port> computeInputPorts(const Building& b) const;
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// Core input-edge scan shared by operational buildings and construction sites.
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std::vector<Port> computeInputPorts(const std::vector<QPoint>& bodyCells,
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const std::vector<Port>& outputPorts) const;
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std::vector<Item> rollReprocessingOutput(const RecipeDef& recipe);
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bool bodyCellsWithinWorldBounds(
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const std::vector<QPoint>& bodyCells,
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QPoint anchor) const;
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const GameConfig& m_config;
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@@ -16,6 +16,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/FactoryState.h
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${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.h
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${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.h
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${CMAKE_CURRENT_SOURCE_DIR}/PlacementRules.h
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
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${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.h
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h
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@@ -43,6 +44,7 @@ SET(SRCS
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/PlacementRules.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp
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@@ -2,6 +2,9 @@
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#include <limits>
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#include "PortGeometry.h"
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#include "SurfaceMask.h"
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#include "Item.h"
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#include "ItemType.h"
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@@ -126,3 +129,53 @@ bool deliverScrapToSalvageBay(FactoryState& state, BuildingId bayId)
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bay->outputBuffer.items.push_back(Item{ItemType{"scrap"}});
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return true;
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}
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std::vector<Port> getInputPorts(const FactoryState& state, const GameConfig& config,
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BuildingId id)
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{
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if (const Building* building = findBuilding(state, id))
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{
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return building->inputPorts;
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}
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if (const ConstructionSite* site = findSite(state, id))
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{
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// A site stores no ports; derive its output ports from the mask (absolute)
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// and run the same input-edge scan (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS).
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const BuildingDef* def = config.buildings.findBuildingDef(site->type);
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if (def == nullptr) { return {}; }
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const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, site->rotation);
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std::vector<Port> outputPortsAbsolute;
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outputPortsAbsolute.reserve(mask.outputPorts.size());
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for (const Port& port : mask.outputPorts)
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{
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outputPortsAbsolute.push_back(Port{ site->anchor + port.tile, port.direction });
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}
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return computeInputPorts(site->bodyCells, outputPortsAbsolute);
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}
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return {};
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}
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std::optional<BeltSystem::SplitterInfo>
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getSiteSplitterInfo(const FactoryState& state, const GameConfig& config, BuildingId id)
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{
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for (const ConstructionSite& site : state.constructionQueue)
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{
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if (site.id != id) { continue; }
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if (site.type != BuildingType::Splitter) { return std::nullopt; }
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const BuildingDef* def = config.buildings.findBuildingDef(site.type);
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const ParsedSurfaceMask mask = parseSurfaceMask(
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def ? def->surfaceMask : std::vector<std::string>{}, site.rotation);
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if (mask.outputPorts.size() < 2) { return std::nullopt; }
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BeltSystem::SplitterInfo info;
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info.outputA = mask.outputPorts[0].direction;
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info.outputB = mask.outputPorts[1].direction;
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info.filterA = site.splitterFilterA;
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info.filterB = site.splitterFilterB;
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return info;
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}
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return std::nullopt;
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}
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@@ -8,15 +8,19 @@
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#include "Building.h"
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#include "BuildingId.h"
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#include "BuildingType.h"
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#include "BeltSystem.h"
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#include "FactoryState.h"
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#include "GameConfig.h"
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#include "Port.h"
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|
||||
// Queries and operations over the factory's world data that need nothing but that
|
||||
// data — no config, no belts, no RNG. Free functions rather than BuildingSystem
|
||||
// methods so that callers depend on the data they read instead of on the system
|
||||
// that happens to tick it (see FactoryState.h).
|
||||
//
|
||||
// A helper belongs here only if it is a pure function of FactoryState. Anything
|
||||
// needing GameConfig or the asteroid bound stays on BuildingSystem for now.
|
||||
// Most need nothing but the state. The two at the bottom also take the config,
|
||||
// because answering them means reading a building definition — but still no belts,
|
||||
// no RNG and no system.
|
||||
|
||||
// The building with the given id, or nullptr when no building has it. Construction
|
||||
// sites are not buildings yet — use findSite for those.
|
||||
@@ -52,3 +56,16 @@ const Building* findNearestBuilding(const FactoryState& state, QVector2D worldPo
|
||||
// (REQ-BLD-DECON-QUEUE), or its holding capacity is already taken — emerging
|
||||
// scrap counts against that capacity (REQ-MAT-OUTPUT-EMERGE).
|
||||
bool deliverScrapToSalvageBay(FactoryState& state, BuildingId bayId);
|
||||
|
||||
// Every belt-facing edge of the building or site with this id (REQ-MAT-INPUT-PORTS,
|
||||
// REQ-BLD-BELT-DRAG). Empty when the id is unknown. A site has no stored ports, so
|
||||
// they are derived from its surface mask.
|
||||
std::vector<Port> getInputPorts(const FactoryState& state, const GameConfig& config,
|
||||
BuildingId id);
|
||||
|
||||
// The two output directions and stored filters of a queued Splitter site
|
||||
// (REQ-BLD-SITE-CONFIG), or nullopt if the id is not one. Operational splitters are
|
||||
// configured through BeltSystem by tile instead.
|
||||
std::optional<BeltSystem::SplitterInfo> getSiteSplitterInfo(const FactoryState& state,
|
||||
const GameConfig& config,
|
||||
BuildingId id);
|
||||
|
||||
121
src/lib/sim/PlacementRules.cpp
Normal file
121
src/lib/sim/PlacementRules.cpp
Normal file
@@ -0,0 +1,121 @@
|
||||
#include "PlacementRules.h"
|
||||
|
||||
#include "BuildingType.h"
|
||||
#include "FactoryQueries.h"
|
||||
#include "SurfaceMask.h"
|
||||
|
||||
bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& config,const std::vector<QPoint>& bodyCells,
|
||||
QPoint anchor)
|
||||
{
|
||||
const int heightTiles = config.world.heightTiles;
|
||||
const int leftEdgeX = -state.asteroidWidth_tiles;
|
||||
for (const QPoint& cell : bodyCells)
|
||||
{
|
||||
const QPoint worldCell = anchor + cell;
|
||||
if (worldCell.y() < 0 || worldCell.y() >= heightTiles)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (worldCell.x() < leftEdgeX)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool isPlacementValid(const FactoryState& state, const GameConfig& config,BuildingType type, QPoint anchor,
|
||||
Rotation rotation)
|
||||
{
|
||||
const BuildingDef* def = config.buildings.findBuildingDef(type);
|
||||
if (def == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rotation);
|
||||
|
||||
if (!bodyCellsWithinWorldBounds(state, config, mask.bodyCells, anchor))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Terrain: ship-dock (S) cells must sit in space (x >= 0); all other body
|
||||
// (A) cells must sit on the asteroid (x < 0). (REQ-BLD-PLACE-VALID)
|
||||
for (const QPoint& cell : mask.bodyCells)
|
||||
{
|
||||
const QPoint worldCell = anchor + cell;
|
||||
bool isShipDock = false;
|
||||
for (const QPoint& dock : mask.shipDockCells)
|
||||
{
|
||||
if (dock == cell)
|
||||
{
|
||||
isShipDock = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (isShipDock)
|
||||
{
|
||||
if (worldCell.x() < 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else if (worldCell.x() >= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state, const GameConfig& config,
|
||||
BuildingType type, QPoint anchor, Rotation rot)
|
||||
{
|
||||
// Tunnel Entries and Tunnel Exits cannot be rotated in place; re-orienting a
|
||||
// tunnel requires deconstructing and re-placing it (REQ-BLD-ROTATE-IN-PLACE).
|
||||
if (type == BuildingType::TunnelEntry || type == BuildingType::TunnelExit)
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
const BuildingDef* def = config.buildings.findBuildingDef(type);
|
||||
if (!def) { return std::nullopt; }
|
||||
|
||||
const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rot);
|
||||
if (mask.bodyCells.empty()) { return std::nullopt; }
|
||||
|
||||
// All body cells must be occupied by the same entity.
|
||||
const QPoint firstAbs = anchor + mask.bodyCells[0];
|
||||
const std::optional<BuildingId> firstOwner = state.grid.findOwner(firstAbs);
|
||||
if (!firstOwner.has_value()) { return std::nullopt; }
|
||||
const BuildingId candidateId = *firstOwner;
|
||||
|
||||
for (const QPoint& rel : mask.bodyCells)
|
||||
{
|
||||
const std::optional<BuildingId> owner = state.grid.findOwner(anchor + rel);
|
||||
if (!owner.has_value() || *owner != candidateId)
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
}
|
||||
|
||||
// Verify the candidate is the same building type with the same cell count.
|
||||
for (const ConstructionSite& site : state.constructionQueue)
|
||||
{
|
||||
if (site.id != candidateId) { continue; }
|
||||
if (site.type != type) { return std::nullopt; }
|
||||
if (site.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
|
||||
return candidateId;
|
||||
}
|
||||
for (const Building& b : state.buildings)
|
||||
{
|
||||
if (b.id != candidateId) { continue; }
|
||||
if (b.type != type) { return std::nullopt; }
|
||||
if (b.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
|
||||
return candidateId;
|
||||
}
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
38
src/lib/sim/PlacementRules.h
Normal file
38
src/lib/sim/PlacementRules.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
|
||||
#include "BuildingId.h"
|
||||
#include "BuildingType.h"
|
||||
#include "FactoryState.h"
|
||||
#include "GameConfig.h"
|
||||
#include "Rotation.h"
|
||||
|
||||
// Where a building may be placed, and what is already sitting on those tiles.
|
||||
// Free functions over the factory state and the config — they read no other
|
||||
// system state, so they do not belong to BuildingSystem.
|
||||
|
||||
// True if every body cell lies inside the world: 0 <= y < world.height_tiles and
|
||||
// x >= the current asteroid left edge (REQ-BLD-PLACE-VALID). Terrain type is not
|
||||
// checked — see isPlacementValid for the full rule.
|
||||
bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& config,
|
||||
const std::vector<QPoint>& bodyCells, QPoint anchor);
|
||||
|
||||
// True if the placement satisfies REQ-BLD-PLACE-VALID terrain and world-bounds
|
||||
// rules: every ship-dock (S) cell sits in space (x >= 0), every other body (A)
|
||||
// cell sits on the asteroid (x < 0 and x >= the left edge), and every cell has
|
||||
// 0 <= y < world.height_tiles. There is no right-side bound — space extends
|
||||
// rightward. Tile occupancy is NOT checked here.
|
||||
bool isPlacementValid(const FactoryState& state, const GameConfig& config,
|
||||
BuildingType type, QPoint anchor, Rotation rotation);
|
||||
|
||||
// The building or site that a ghost of the given type/anchor/rotation would
|
||||
// rotate in place rather than replace: same type, same body cells, one owner
|
||||
// (REQ-BLD-ROTATE-IN-PLACE). Tunnels never qualify.
|
||||
std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state,
|
||||
const GameConfig& config,
|
||||
BuildingType type, QPoint anchor,
|
||||
Rotation rot);
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "Simulation.h"
|
||||
|
||||
#include "FactoryQueries.h"
|
||||
#include "PlacementRules.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cassert>
|
||||
@@ -860,7 +861,7 @@ std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
if (!m_buildingSystem->isPlacementValid(type, anchor, rotation))
|
||||
if (!isPlacementValid(m_factoryState, m_config, type, anchor, rotation))
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user