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

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

View File

@@ -5,6 +5,7 @@
#include <QPoint> #include <QPoint>
#include "BeltDragPath.h"
#include "BuildingId.h" #include "BuildingId.h"
#include "BuildingType.h" #include "BuildingType.h"
#include "FactoryState.h" #include "FactoryState.h"
@@ -36,3 +37,35 @@ std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state,
const GameConfig& config, const GameConfig& config,
BuildingType type, QPoint anchor, BuildingType type, QPoint anchor,
Rotation rot); 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);

View File

@@ -563,36 +563,11 @@ ScrollBounds GameWorldView::getScrollBounds() const
// Placement helpers // Placement helpers
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
bool GameWorldView::isValidPlacement(BuildingType type, QPoint anchor, bool GameWorldView::canPlaceBuildingHere(BuildingType type, QPoint anchor,
Rotation rot) const Rotation rot) const
{ {
// Terrain and world-bounds validity are owned by the simulation return canPlaceBuilding(m_sim->getFactoryState(), m_sim->getConfig(),
// (REQ-BLD-PLACE-VALID); the presentation layer only adds the occupancy / type, anchor, rot);
// rotate-in-place check.
if (!isPlacementValid(m_sim->getFactoryState(), m_sim->getConfig(), type, anchor, rot))
{
return false;
}
const BuildingDef* def = m_config->buildings.findBuildingDef(type);
if (!def) { return false; }
const ParsedSurfaceMask parsed = parseSurfaceMask(def->surfaceMask, rot);
bool anyOccupied = false;
for (const QPoint& relCell : parsed.bodyCells)
{
if (isTileOccupied(m_sim->getFactoryState(), anchor + relCell))
{
anyOccupied = true;
break;
}
}
if (anyOccupied)
{
return findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), type, anchor, rot).has_value();
}
return true;
} }
std::optional<BuildingId> GameWorldView::buildingAtTile(QPoint tile) const std::optional<BuildingId> GameWorldView::buildingAtTile(QPoint tile) const
@@ -736,7 +711,7 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
// Locked building types are excluded from this placement entirely // Locked building types are excluded from this placement entirely
// (REQ-LOCK-BUILDING, REQ-LOCK-UI-BLUEPRINT): not validity-checked here. // (REQ-LOCK-BUILDING, REQ-LOCK-UI-BLUEPRINT): not validity-checked here.
if (!m_sim->isBuildingUnlocked(bb.type)) { continue; } if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
if (!isValidPlacement(bb.type, center + bb.offset, bb.rotation)) { return; } if (!canPlaceBuildingHere(bb.type, center + bb.offset, bb.rotation)) { return; }
} }
// Cost only applies to buildings that are genuinely new (not rotate-in-place), // Cost only applies to buildings that are genuinely new (not rotate-in-place),
@@ -878,7 +853,7 @@ void GameWorldView::placeAtTile(QPoint tile)
const BuildingType type = m_buildMode.getEffectiveBuilderType(); const BuildingType type = m_buildMode.getEffectiveBuilderType();
const Rotation rotation = m_buildMode.getGhostRotation(); const Rotation rotation = m_buildMode.getGhostRotation();
if (!isValidPlacement(type, tile, rotation)) if (!canPlaceBuildingHere(type, tile, rotation))
{ {
return; return;
} }
@@ -980,46 +955,11 @@ void GameWorldView::recomputeBeltDragPath(QPoint cursorTile)
m_buildMode.setBeltDragPath(std::move(path)); m_buildMode.setBeltDragPath(std::move(path));
} }
std::vector<GameWorldView::BeltDragResolved> GameWorldView::resolveBeltDragPath() const std::vector<BeltDragResolved> GameWorldView::resolveBeltDragPath() const
{ {
std::vector<BeltDragResolved> resolved; return ::resolveBeltDragPath(m_buildMode.getBeltDragPath(),
resolved.reserve(m_buildMode.getBeltDragPath().size()); m_sim->getFactoryState(), m_sim->getConfig(),
m_sim->getBuildingBlocksStock());
const BuildingDef* def = m_config->buildings.findBuildingDef(BuildingType::Belt);
const int beltCost = (def != nullptr) ? def->cost : 0;
const int stock = m_sim->getBuildingBlocksStock();
int spent = 0;
for (const BeltPathTile& entry : m_buildMode.getBeltDragPath())
{
BeltDragResolved item;
const std::optional<BuildingId> rotateTarget =
findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), BuildingType::Belt, entry.tile, entry.rotation);
if (rotateTarget.has_value())
{
// A tile holding only a belt (or belt site) is re-oriented, no cost.
item.action = BeltTileAction::RotateInPlace;
item.affordable = true;
item.rotateId = rotateTarget;
}
else if (isValidPlacement(BuildingType::Belt, entry.tile, entry.rotation))
{
// Empty, valid cell: a new belt, subject to cumulative affordability.
item.action = BeltTileAction::PlaceNew;
item.affordable = (spent + beltCost <= stock);
item.rotateId = std::nullopt;
if (item.affordable) { spent += beltCost; }
}
else
{
// Occupied by a non-belt building/site, or otherwise invalid terrain.
item.action = BeltTileAction::Invalid;
item.affordable = false;
item.rotateId = std::nullopt;
}
resolved.push_back(item);
}
return resolved;
} }
void GameWorldView::applyBeltDragPath() void GameWorldView::applyBeltDragPath()
@@ -1947,7 +1887,7 @@ void GameWorldView::drawOverlays(QPainter& painter, const WorldCoordinates& coor
// REQ-LOCK-UI-BLUEPRINT), so they are not ghosted either. // REQ-LOCK-UI-BLUEPRINT), so they are not ghosted either.
if (!m_sim->isBuildingUnlocked(bb.type)) { continue; } if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
const QPoint anchor = m_buildMode.getBlueprintGhostTile() + bb.offset; const QPoint anchor = m_buildMode.getBlueprintGhostTile() + bb.offset;
const bool valid = isValidPlacement(bb.type, anchor, bb.rotation); const bool valid = canPlaceBuildingHere(bb.type, anchor, bb.rotation);
drawBuildingGhost(painter, coordinates, bb.type, anchor, bb.rotation, drawBuildingGhost(painter, coordinates, bb.type, anchor, bb.rotation,
valid, /*showPortTargetGlyphs*/ false); valid, /*showPortTargetGlyphs*/ false);
} }
@@ -2442,7 +2382,7 @@ void GameWorldView::mouseMoveEvent(QMouseEvent* event)
{ {
m_buildMode.setGhostTile(tile); m_buildMode.setGhostTile(tile);
m_buildMode.setGhostValidity( m_buildMode.setGhostValidity(
isValidPlacement(m_buildMode.getBuilderType(), tile, canPlaceBuildingHere(m_buildMode.getBuilderType(), tile,
m_buildMode.getGhostRotation())); m_buildMode.getGhostRotation()));
if (m_buildMode.isTunnelMode()) if (m_buildMode.isTunnelMode())
@@ -2569,7 +2509,7 @@ void GameWorldView::rotateGhost(bool clockwise)
{ {
m_buildMode.rotateGhost(clockwise); m_buildMode.rotateGhost(clockwise);
m_buildMode.setGhostValidity( m_buildMode.setGhostValidity(
isValidPlacement(m_buildMode.getBuilderType(), m_buildMode.getGhostTile(), canPlaceBuildingHere(m_buildMode.getBuilderType(), m_buildMode.getGhostTile(),
m_buildMode.getGhostRotation())); m_buildMode.getGhostRotation()));
// A new facing changes which tunnels the ghost could complete (REQ-BLD-TUNNEL-MODE). // A new facing changes which tunnels the ghost could complete (REQ-BLD-TUNNEL-MODE).
if (m_buildMode.isTunnelMode()) { updateTunnelGhost(); } if (m_buildMode.isTunnelMode()) { updateTunnelGhost(); }

View File

@@ -52,6 +52,7 @@
#include "CommandManager.h" #include "CommandManager.h"
#include "EntitySelectionChangedEvent.h" #include "EntitySelectionChangedEvent.h"
#include "GameConfig.h" #include "GameConfig.h"
#include "PlacementRules.h"
#include "Rotation.h" #include "Rotation.h"
#include "SelectionController.h" #include "SelectionController.h"
#include "Tick.h" #include "Tick.h"
@@ -213,7 +214,8 @@ private:
// both edges move with asteroid expansion and with pushes (REQ-GW-SCROLL-LIMIT). // both edges move with asteroid expansion and with pushes (REQ-GW-SCROLL-LIMIT).
ScrollBounds getScrollBounds() const; ScrollBounds getScrollBounds() const;
bool isValidPlacement(BuildingType type, QPoint anchor, Rotation rot) const; // canPlaceBuilding (PlacementRules) against this view's simulation.
bool canPlaceBuildingHere(BuildingType type, QPoint anchor, Rotation rot) const;
std::optional<BuildingId> buildingAtTile(QPoint tile) const; std::optional<BuildingId> buildingAtTile(QPoint tile) const;
std::optional<BuildingId> siteAtTile(QPoint tile) const; std::optional<BuildingId> siteAtTile(QPoint tile) const;
// Ids of all buildings and construction sites whose footprint intersects // Ids of all buildings and construction sites whose footprint intersects
@@ -277,19 +279,10 @@ private:
const WorldCoordinates& coordinates); const WorldCoordinates& coordinates);
// Belt drag placement (REQ-BLD-BELT-DRAG). // Belt drag placement (REQ-BLD-BELT-DRAG).
// Per-path-tile decision, shared by ghost drawing and release-time placement.
enum class BeltTileAction { PlaceNew, RotateInPlace, Invalid };
struct BeltDragResolved
{
BeltTileAction action;
bool affordable; // meaningful only for PlaceNew
std::optional<BuildingId> rotateId; // set only for RotateInPlace
};
// Recomputes the drag path from its anchor to cursorTile using the current ghost // Recomputes the drag path from its anchor to cursorTile using the current ghost
// orientation, and stores it on the build mode controller. // orientation, and stores it on the build mode controller.
void recomputeBeltDragPath(QPoint cursorTile); void recomputeBeltDragPath(QPoint cursorTile);
// Classifies each path tile against the current sim state, applying cumulative // resolveBeltDragPath (PlacementRules) against this view's simulation.
// affordability to the PlaceNew tiles.
std::vector<BeltDragResolved> resolveBeltDragPath() const; std::vector<BeltDragResolved> resolveBeltDragPath() const;
// Enqueues placements and rotate-in-place commands for the resolved path. // Enqueues placements and rotate-in-place commands for the resolved path.
void applyBeltDragPath(); void applyBeltDragPath();