Auto-process smelter and reprocessing plant (no recipe selection)

This commit is contained in:
2026-07-12 21:35:23 +02:00
parent ad3e73fdd8
commit dd7c997816
4 changed files with 354 additions and 92 deletions

View File

@@ -1,5 +1,6 @@
#include "BuildingSystem.h"
#include <algorithm>
#include <cassert>
#include <limits>
#include <random>
@@ -9,6 +10,18 @@
#include "SurfaceMask.h"
#include "tracing.h"
namespace
{
// Smelter and Reprocessing Plant have no player-selected recipe
// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). They auto-process whatever inputs
// they receive, matching against every recipe of their building type.
bool isAutoRecipeBuildingType(BuildingType type)
{
return type == BuildingType::Smelter
|| type == BuildingType::ReprocessingPlant;
}
} // namespace
BuildingSystem::BuildingSystem(const GameConfig& config,
BeltSystem& belts,
std::function<BuildingId()> allocateBuildingId,
@@ -118,6 +131,56 @@ void BuildingSystem::initBuffers(Building& b, const RecipeDef& recipe) const
}
}
void BuildingSystem::initAutoBuffers(Building& b) const
{
b.inputBuffer.counts.clear();
b.inputBuffer.caps.clear();
// Union the inputs of every recipe of this building type; the cap for each
// item is twice the largest per-cycle requirement across those recipes.
// Output capacity follows the same rules as initBuffers: the Reprocessing
// Plant holds one cycle's max output (REQ-MAT-OUTPUT-BUFFER-REPROCESSING),
// other auto buildings hold twice the largest per-cycle output.
int outputCapacity = 0;
for (const RecipeDef& recipe : m_config.recipes.recipes)
{
if (recipe.building != b.type)
{
continue;
}
for (const RecipeIngredient& ing : recipe.inputs)
{
const ItemType type{ing.item};
b.inputBuffer.counts[type] = 0;
b.inputBuffer.caps[type] =
std::max(b.inputBuffer.caps[type], 2 * ing.amount);
}
if (b.type == BuildingType::ReprocessingPlant)
{
int maxAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
maxAmount = std::max(maxAmount, out.amount);
}
outputCapacity = std::max(outputCapacity, maxAmount);
}
else
{
int totalAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
totalAmount += out.amount;
}
outputCapacity = std::max(outputCapacity, 2 * totalAmount);
}
}
b.outputBuffer.items.clear();
b.outputBuffer.capacity = outputCapacity;
}
void BuildingSystem::initShipyardBuffers(Building& b) const
{
b.inputBuffer.counts.clear();
@@ -419,6 +482,12 @@ void BuildingSystem::setRecipe(BuildingId id, const std::string& recipeId)
{
if (site.id == id)
{
// Auto-recipe buildings have no player-selected recipe
// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING); ignore any attempt to set one.
if (isAutoRecipeBuildingType(site.type))
{
return;
}
// No-op if the recipe is unchanged, so a redundant selection does
// not wipe an already-configured ship layout.
if (site.recipeId == recipeId)
@@ -436,6 +505,12 @@ void BuildingSystem::setRecipe(BuildingId id, const std::string& recipeId)
{
if (building.id == id)
{
// Auto-recipe buildings have no player-selected recipe
// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING); ignore any attempt to set one.
if (isAutoRecipeBuildingType(building.type))
{
return;
}
// No-op if the recipe is unchanged, so a redundant selection does
// not wipe an already-configured ship layout or reset buffers.
if (building.recipeId == recipeId)
@@ -603,6 +678,12 @@ void BuildingSystem::tickConstruction(Tick currentTick)
{
initSalvageBayBuffer(building);
}
else if (isAutoRecipeBuildingType(building.type))
{
// Smelter/Reprocessing Plant need no recipe selection; buffers are set
// up from all recipes of the type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
initAutoBuffers(building);
}
else if (!building.recipeId.empty())
{
if (building.type == BuildingType::Shipyard)
@@ -684,18 +765,24 @@ void BuildingSystem::tickBeltPull()
continue;
}
if (building.recipeId.empty())
// Auto-recipe buildings (Smelter, Reprocessing Plant) accept any item
// that is an input to one of their recipes; their caps already span the
// union of those inputs (initAutoBuffers), so no recipe lookup is needed.
if (!isAutoRecipeBuildingType(building.type))
{
continue;
}
if (building.type != BuildingType::Shipyard)
{
const RecipeDef* recipe = findRecipe(building.recipeId, building.type);
if (!recipe || recipe->inputs.empty())
if (building.recipeId.empty())
{
continue;
}
if (building.type != BuildingType::Shipyard)
{
const RecipeDef* recipe = findRecipe(building.recipeId, building.type);
if (!recipe || recipe->inputs.empty())
{
continue;
}
}
}
for (const Port& port : building.inputPorts)
@@ -752,18 +839,15 @@ void BuildingSystem::tickProduction(Tick currentTick)
continue;
}
if (building.recipeId.empty())
const bool autoRecipe = isAutoRecipeBuildingType(building.type);
if (!autoRecipe && building.recipeId.empty())
{
continue;
}
const RecipeDef* recipe = findRecipe(building.recipeId, building.type);
if (!recipe)
{
continue;
}
// If a production cycle is active, check for completion.
// If a production cycle is active, check for completion. Completion only
// needs the already-decided outputs, so it does not depend on which
// recipe is selected or auto-chosen.
if (building.production)
{
if (currentTick >= building.production->completesAt)
@@ -779,66 +863,93 @@ void BuildingSystem::tickProduction(Tick currentTick)
continue;
}
// Idle: check if a new cycle can start.
// 1. All required inputs present?
bool inputsOk = true;
for (const RecipeIngredient& ing : recipe->inputs)
// Idle: gather the candidate recipes to try. Auto-recipe buildings
// (Smelter, Reprocessing Plant) have no selected recipe and try every
// recipe of their type in config order, running the first whose inputs
// are satisfied (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). Other buildings
// try only their selected recipe.
std::vector<const RecipeDef*> candidates;
if (autoRecipe)
{
const ItemType type{ing.item};
const std::map<ItemType, int>::const_iterator it =
building.inputBuffer.counts.find(type);
const int have = (it != building.inputBuffer.counts.end()) ? it->second : 0;
if (have < ing.amount)
for (const RecipeDef& r : m_config.recipes.recipes)
{
inputsOk = false;
break;
}
}
if (!inputsOk)
{
continue;
}
// 2. Determine chosen outputs (roll for reprocessing).
std::vector<Item> chosen;
if (building.type == BuildingType::ReprocessingPlant)
{
chosen = rollReprocessingOutput(*recipe);
if (chosen.empty()) { continue; }
}
else
{
for (const RecipeOutput& out : recipe->outputs)
{
Item item;
item.type.id = out.item;
for (int i = 0; i < out.amount; ++i)
if (r.building == building.type && !r.inputs.empty())
{
chosen.push_back(item);
candidates.push_back(&r);
}
}
}
// 3. Output buffer has space for chosen outputs?
const int newSize = static_cast<int>(building.outputBuffer.items.size())
+ static_cast<int>(chosen.size());
if (newSize > building.outputBuffer.capacity)
else
{
continue;
const RecipeDef* recipe = findRecipe(building.recipeId, building.type);
if (recipe)
{
candidates.push_back(recipe);
}
}
// 4. Consume inputs and start cycle.
for (const RecipeIngredient& ing : recipe->inputs)
for (const RecipeDef* recipe : candidates)
{
building.inputBuffer.counts[ItemType{ing.item}] -= ing.amount;
}
// 1. All required inputs present?
bool inputsOk = true;
for (const RecipeIngredient& ing : recipe->inputs)
{
const ItemType type{ing.item};
const std::map<ItemType, int>::const_iterator it =
building.inputBuffer.counts.find(type);
const int have = (it != building.inputBuffer.counts.end()) ? it->second : 0;
if (have < ing.amount)
{
inputsOk = false;
break;
}
}
if (!inputsOk)
{
continue;
}
Production prod;
prod.recipeId = building.recipeId;
prod.completesAt = currentTick + secondsToTicks(recipe->durationSeconds);
prod.chosenOutputs = std::move(chosen);
building.production = std::move(prod);
// 2. Determine chosen outputs (roll for reprocessing).
std::vector<Item> chosen;
if (building.type == BuildingType::ReprocessingPlant)
{
chosen = rollReprocessingOutput(*recipe);
if (chosen.empty()) { continue; }
}
else
{
for (const RecipeOutput& out : recipe->outputs)
{
Item item;
item.type.id = out.item;
for (int i = 0; i < out.amount; ++i)
{
chosen.push_back(item);
}
}
}
// 3. Output buffer has space for chosen outputs?
const int newSize = static_cast<int>(building.outputBuffer.items.size())
+ static_cast<int>(chosen.size());
if (newSize > building.outputBuffer.capacity)
{
continue;
}
// 4. Consume inputs and start cycle.
for (const RecipeIngredient& ing : recipe->inputs)
{
building.inputBuffer.counts[ItemType{ing.item}] -= ing.amount;
}
Production prod;
prod.recipeId = recipe->id;
prod.completesAt = currentTick + secondsToTicks(recipe->durationSeconds);
prod.chosenOutputs = std::move(chosen);
building.production = std::move(prod);
break; // At most one cycle starts per tick.
}
}
}

View File

@@ -169,6 +169,10 @@ private:
const ShipDef* findShipDef(const std::string& id) const;
const ModuleDef* findModuleDef(const std::string& id) const;
void initBuffers(Building& b, const RecipeDef& recipe) const;
// Buffers for an auto-recipe building (Smelter, Reprocessing Plant): input
// caps span the union of every recipe of the building's type; no player
// recipe is selected (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
void initAutoBuffers(Building& b) const;
void initShipyardBuffers(Building& b) const;
void initSalvageBayBuffer(Building& b) const;
std::vector<Port> computeInputPorts(const Building& b) const;