migrate every factory query off BuildingSystem onto the free functions
The eleven forwarding members added last commit are gone; callers now read the data directly through FactoryQueries.h. Simulation and ArenaSimulation expose getFactoryState() so the UI, the balancing view and the tests can reach it. isQueuedForDeconstruction joined the free functions along the way — it only reaches findBuilding, so it was state-pure too. No facade was introduced. The chained form was the reason one looked attractive, but rewriting sim.getBuildings().findBuilding(id) to findBuilding(sim.getFactoryState(), id) turned out to be mechanical, and the result says which data is read rather than which system happens to own it. BuildingSystem.cpp is down to 1735 lines and no longer answers questions about the factory — it only changes it. What remains on it are the mutators, the tick phases, and the queries that also need GameConfig. Verified with a golden-checksum capture before and after — all four sample ticks identical. Co-Authored-By: Claude <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
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@@ -241,11 +241,11 @@ std::vector<Port> BuildingSystem::computeInputPorts(
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std::vector<Port> BuildingSystem::getInputPorts(BuildingId id) const
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{
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if (const Building* building = findBuilding(id))
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if (const Building* building = findBuilding(m_state, id))
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{
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return building->inputPorts;
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}
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if (const ConstructionSite* site = findSite(id))
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if (const ConstructionSite* site = findSite(m_state, id))
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{
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// A site stores no ports; derive its output ports from the mask (absolute)
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// and run the same input-edge scan (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS).
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@@ -825,7 +825,7 @@ void BuildingSystem::cancelDeconstruction(BuildingId id)
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// Resume operation: clear the flag and re-register belt/tunnel/splitter
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// tiles that were unregistered at enqueue (which re-pairs tunnels,
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// REQ-BLD-TUNNEL-PAIR). Deconstruction progress is discarded; no refund.
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if (Building* building = findBuildingMutable(id))
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if (Building* building = findBuilding(m_state, id))
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{
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building->queuedForDeconstruction = false;
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reregisterBeltTile(*building, it->splitterFilterA, it->splitterFilterB);
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@@ -838,12 +838,6 @@ void BuildingSystem::cancelDeconstruction(BuildingId id)
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}
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}
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bool BuildingSystem::isQueuedForDeconstruction(BuildingId id) const
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{
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const Building* building = findBuilding(id);
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return building && building->queuedForDeconstruction;
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}
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void BuildingSystem::tickBeltPull()
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{
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TRACE();
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@@ -941,7 +935,7 @@ bool BuildingSystem::tryDirectCoupleDeposit(BuildingId producerId,
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return false;
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}
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Building* consumer = findBuildingMutable(*ownerId);
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Building* consumer = findBuilding(m_state, *ownerId);
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if (!consumer)
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{
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return false; // an unbuilt construction site, or not an operational building
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@@ -1263,41 +1257,6 @@ void BuildingSystem::forEachIncomingItem(
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// Queries
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// ---------------------------------------------------------------------------
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const Building* BuildingSystem::findBuilding(BuildingId id) const
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{
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return ::findBuilding(m_state, id);
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}
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Building* BuildingSystem::findBuildingMutable(BuildingId id)
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{
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return ::findBuilding(m_state, id);
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}
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const ConstructionSite* BuildingSystem::findSite(BuildingId id) const
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{
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return ::findSite(m_state, id);
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}
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std::vector<Building> BuildingSystem::getAllBuildings() const
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{
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return ::getAllBuildings(m_state);
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}
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std::vector<ConstructionSite> BuildingSystem::getAllSites() const
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{
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return ::getAllSites(m_state);
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}
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int BuildingSystem::getProductionBuildingCount() const
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{
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return ::getProductionBuildingCount(m_state);
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}
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int BuildingSystem::getActiveProductionBuildingCount() const
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{
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return ::getActiveProductionBuildingCount(m_state);
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}
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std::vector<const RecipeDef*>
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BuildingSystem::gatherCandidateRecipes(const Building& b) const
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{
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@@ -1471,11 +1430,6 @@ std::vector<BuildingSystem::BeltTileInfo> BuildingSystem::getAllBeltTiles() cons
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return result;
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}
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bool BuildingSystem::isTileOccupied(QPoint tile) const
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{
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return ::isTileOccupied(m_state, tile);
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}
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std::optional<BuildingId> BuildingSystem::findRotateInPlaceTarget(
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BuildingType type, QPoint anchor, Rotation rot) const
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{
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@@ -1591,17 +1545,6 @@ void BuildingSystem::rotateInPlace(BuildingId id, Rotation newRotation)
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}
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}
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const Building* BuildingSystem::findNearestBuilding(QVector2D worldPos,
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BuildingType type) const
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{
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return ::findNearestBuilding(m_state, worldPos, type);
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}
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bool BuildingSystem::deliverScrapToSalvageBay(BuildingId bayId)
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{
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return ::deliverScrapToSalvageBay(m_state, bayId);
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}
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BuildingId BuildingSystem::placeImmediate(BuildingType type,
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const std::vector<std::string>& surfaceMask,
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QPoint anchor, Rotation rotation)
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