move two placement queries out of the view into PlacementRules
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@@ -119,3 +119,82 @@ std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state, con
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return std::nullopt;
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}
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bool canPlaceBuilding(const FactoryState& state, const GameConfig& config,
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BuildingType type, QPoint anchor, Rotation rotation)
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{
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// Terrain and world-bounds validity first (REQ-BLD-PLACE-VALID); occupancy is
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// the extra rule this adds.
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if (!isPlacementValid(state, config, type, anchor, rotation))
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{
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return false;
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}
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const BuildingDef* def = config.buildings.findBuildingDef(type);
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if (!def) { return false; }
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const ParsedSurfaceMask parsed = parseSurfaceMask(def->surfaceMask, rotation);
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bool anyOccupied = false;
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for (const QPoint& relativeCell : parsed.bodyCells)
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{
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if (isTileOccupied(state, anchor + relativeCell))
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{
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anyOccupied = true;
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break;
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}
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}
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if (anyOccupied)
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{
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// Occupied is still placeable when what is there is the same building being
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// re-oriented (REQ-BLD-ROTATE-IN-PLACE).
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return findRotateInPlaceTarget(state, config, type, anchor, rotation).has_value();
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}
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return true;
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}
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std::vector<BeltDragResolved> resolveBeltDragPath(const std::vector<BeltPathTile>& path,
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const FactoryState& state,
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const GameConfig& config,
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int buildingBlocksStock)
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{
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std::vector<BeltDragResolved> resolved;
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resolved.reserve(path.size());
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const BuildingDef* def = config.buildings.findBuildingDef(BuildingType::Belt);
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const int beltCost = (def != nullptr) ? def->cost : 0;
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int spent = 0;
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for (const BeltPathTile& entry : path)
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{
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BeltDragResolved item;
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const std::optional<BuildingId> rotateTarget =
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findRotateInPlaceTarget(state, config, BuildingType::Belt,
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entry.tile, entry.rotation);
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if (rotateTarget.has_value())
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{
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// A tile holding only a belt (or belt site) is re-oriented, no cost.
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item.action = BeltTileAction::RotateInPlace;
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item.affordable = true;
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item.rotateId = rotateTarget;
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}
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else if (canPlaceBuilding(state, config, BuildingType::Belt,
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entry.tile, entry.rotation))
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{
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// Empty, valid cell: a new belt, subject to cumulative affordability.
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item.action = BeltTileAction::PlaceNew;
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item.affordable = (spent + beltCost <= buildingBlocksStock);
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item.rotateId = std::nullopt;
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if (item.affordable) { spent += beltCost; }
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}
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else
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{
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// Occupied by a non-belt building/site, or otherwise invalid terrain.
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item.action = BeltTileAction::Invalid;
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item.affordable = false;
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item.rotateId = std::nullopt;
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}
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resolved.push_back(item);
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}
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return resolved;
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}
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