move the placement rules and the config-dependent queries off BuildingSystem
This commit is contained in:
121
src/lib/sim/PlacementRules.cpp
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121
src/lib/sim/PlacementRules.cpp
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@@ -0,0 +1,121 @@
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#include "PlacementRules.h"
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#include "BuildingType.h"
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#include "FactoryQueries.h"
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#include "SurfaceMask.h"
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bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& config,const std::vector<QPoint>& bodyCells,
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QPoint anchor)
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{
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const int heightTiles = config.world.heightTiles;
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const int leftEdgeX = -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 isPlacementValid(const FactoryState& state, const GameConfig& config,BuildingType type, QPoint anchor,
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Rotation rotation)
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{
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const BuildingDef* def = 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(state, config, 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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std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state, const GameConfig& config,
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BuildingType type, QPoint anchor, Rotation rot)
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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 = 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 = 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 = 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 : 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 : 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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