move two placement queries out of the view into PlacementRules

This commit is contained in:
2026-08-05 20:47:38 +02:00
parent 3a1951559d
commit dc83add5c6
4 changed files with 129 additions and 84 deletions

View File

@@ -5,6 +5,7 @@
#include <QPoint>
#include "BeltDragPath.h"
#include "BuildingId.h"
#include "BuildingType.h"
#include "FactoryState.h"
@@ -36,3 +37,35 @@ std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state,
const GameConfig& config,
BuildingType type, QPoint anchor,
Rotation rot);
// True if placing here would actually do something: the terrain and bounds rules of
// isPlacementValid hold, and the body cells are either all free or occupied only by
// a building this placement would rotate in place. This is the question the ghost
// asks to colour itself and the click path asks before enqueuing a command
// (REQ-BLD-GHOST, REQ-BLD-PLACE-VALID, REQ-BLD-ROTATE-IN-PLACE).
bool canPlaceBuilding(const FactoryState& state, const GameConfig& config,
BuildingType type, QPoint anchor, Rotation rotation);
// What a belt drag would do to one tile of its path (REQ-BLD-BELT-DRAG).
enum class BeltTileAction
{
PlaceNew, // empty, valid cell: a new belt, subject to affordability
RotateInPlace, // already a belt (or belt site): re-oriented, free
Invalid // occupied by something else, or invalid terrain
};
struct BeltDragResolved
{
BeltTileAction action;
bool affordable; // meaningful only for PlaceNew
std::optional<BuildingId> rotateId; // set only for RotateInPlace
};
// Classifies every tile of a belt drag path against the current factory state,
// spending `buildingBlocksStock` cumulatively across the PlaceNew tiles so a path
// longer than the player can afford is only partly buildable (REQ-BLD-BELT-DRAG).
// Shared so the previewed ghosts and the placement on release cannot disagree.
std::vector<BeltDragResolved> resolveBeltDragPath(const std::vector<BeltPathTile>& path,
const FactoryState& state,
const GameConfig& config,
int buildingBlocksStock);