fix issue where status light was flickering to yellow for one tick between cycles
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@@ -563,10 +563,10 @@ void BuildingSystem::tickProduction(FactoryState& state, Tick currentTick)
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}
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// 3. Output buffer has space for chosen outputs? Emerging items still
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// count against the buffer (REQ-MAT-OUTPUT-EMERGE).
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const int newSize = building.getOutputItemCount()
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+ static_cast<int>(chosen.size());
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if (newSize > building.outputBuffer.capacity)
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// count against the buffer (REQ-MAT-OUTPUT-EMERGE). The status light
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// asks the same question to decide yellow (REQ-UI-STATUS-LIGHT), so the
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// test lives in one place.
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if (!outputBufferHasRoom(building, static_cast<int>(chosen.size())))
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{
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continue;
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}
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@@ -1,10 +1,47 @@
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#include "ProductionRules.h"
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#include <algorithm>
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#include <limits>
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#include "BuildingType.h"
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#include "ItemType.h"
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#include "ModulesConfig.h"
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#include "ShipsConfig.h"
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namespace
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{
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// Items one cycle of this recipe would deposit into the output buffer. A Reprocessing
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// Plant rolls exactly one of its outputs per cycle (REQ-BLD-REPROCESSING) and the roll
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// happens in the simulation, so the smallest amount any roll could yield is what decides
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// whether a cycle could start at all; a larger roll may still not fit.
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int getCycleOutputItemCount(const Building& b, const RecipeDef& recipe)
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{
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if (recipe.outputs.empty())
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{
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return 0;
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}
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if (b.type == BuildingType::ReprocessingPlant)
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{
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int smallest = std::numeric_limits<int>::max();
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for (const RecipeOutput& out : recipe.outputs)
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{
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smallest = std::min(smallest, out.amount);
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}
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return smallest;
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}
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int total = 0;
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for (const RecipeOutput& out : recipe.outputs)
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{
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total += out.amount;
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}
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return total;
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}
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} // namespace
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std::vector<const RecipeDef*>
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gatherCandidateRecipes(const GameConfig& config, const Building& b)
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{
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@@ -128,8 +165,8 @@ bool hasInputsToStart(const GameConfig& config, const Building& b)
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}
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// Recipe buildings: startable if any candidate recipe's inputs are satisfied.
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// A Miner recipe has no inputs, so an idle Miner is always startable and its
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// only idle reason is a full output buffer.
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// A Miner recipe has no inputs, so an idle Miner is always startable here and its
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// only idle reason is an output buffer without room for the next cycle.
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for (const RecipeDef* recipe : gatherCandidateRecipes(config, b))
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{
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if (recipeInputsAvailable(b, *recipe))
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@@ -139,6 +176,32 @@ bool hasInputsToStart(const GameConfig& config, const Building& b)
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}
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return false;
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}
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bool outputBufferHasRoom(const Building& b, int outputItemCount)
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{
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return b.getOutputItemCount() + outputItemCount <= b.outputBuffer.capacity;
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}
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bool canStartCycle(const GameConfig& config, const Building& b)
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{
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// A shipyard's completed cycle spawns a ship instead of filling an output buffer
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// (REQ-BLD-SHIPYARD), so holding the materials is the whole condition.
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if (b.type == BuildingType::Shipyard)
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{
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return hasInputsToStart(config, b);
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}
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for (const RecipeDef* recipe : gatherCandidateRecipes(config, b))
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{
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if (recipeInputsAvailable(b, *recipe)
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&& outputBufferHasRoom(b, getCycleOutputItemCount(b, *recipe)))
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{
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return true;
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}
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}
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return false;
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}
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std::optional<ProductionStatus>
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getProductionStatus(const GameConfig& config, const Building& building)
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{
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@@ -169,9 +232,18 @@ getProductionStatus(const GameConfig& config, const Building& building)
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return ProductionStatus::Producing;
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}
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// Idle: missing inputs (red) take precedence over a full output buffer
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// (yellow). If inputs are present yet the building is idle, the only remaining
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// reason it could not start a cycle is a full output buffer (REQ-MAT-CYCLE).
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// Idle, but blocked by neither condition: the building is only between cycles and
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// the simulation starts the next one on a following tick. A building running back
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// to back sits here for exactly one tick per cycle, since tickProduction never
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// starts a cycle in the tick one completed, so this must read as producing rather
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// than blink (REQ-UI-STATUS-LIGHT, REQ-MAT-CYCLE).
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if (canStartCycle(config, building))
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{
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return ProductionStatus::Producing;
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}
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// Idle for a reason: a missing input (red) takes precedence over an output buffer
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// with no room for the next cycle's output (yellow).
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return hasInputsToStart(config, building) ? ProductionStatus::Blocked
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: ProductionStatus::Starved;
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: ProductionStatus::Starved;
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}
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@@ -53,6 +53,16 @@ double computeShipyardProductionTimeSeconds(
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// True when a production cycle could start right now, ignoring output-buffer space.
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bool hasInputsToStart(const GameConfig& config, const Building& b);
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// True when the building's output side can take `outputItemCount` more items beside
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// what it already holds. An emerging item has not left the building yet and so still
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// counts against the capacity (REQ-MAT-OUTPUT-EMERGE, REQ-MAT-OUTPUT-BUFFER).
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bool outputBufferHasRoom(const Building& b, int outputItemCount);
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// True when a production cycle could actually start right now: some candidate recipe
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// has its inputs *and* its output fits (REQ-MAT-CYCLE). Stricter than
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// hasInputsToStart, which looks at the input buffers alone.
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bool canStartCycle(const GameConfig& config, const Building& b);
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// Status light for a building, or nullopt for types that show none — belts,
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// splitters, tunnels, HQ and defence stations (REQ-UI-STATUS-LIGHT).
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std::optional<ProductionStatus> getProductionStatus(const GameConfig& config,
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