number the buildings from the factory that holds them
The building-id counter was the last piece of factory data living on Simulation behind a callback: every construction site, every building, and every tile a station entity claims took its id from a std::function BuildingSystem held, which the arena and three test fixtures each had to supply. It moves into FactoryState as nextBuildingId, handed out by allocateBuildingId(state) in FactoryQueries beside the other operations over the state. BuildingSystem's callback is gone; so are Simulation::allocateBuildingId and ArenaSimulation::allocateBuildingId, whose remaining callers now allocate from the state directly. Checksum order is untouched: Simulation folds the counter where it always did. What is left on BuildingSystem is the config, the belts, the RNG, and two callbacks that reach genuinely outside the factory -- spawning a finished ship into the entity model, and testing an output group against the unlock state. Neither is factory data, so this is where the migration stops. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
This commit is contained in:
@@ -273,12 +273,12 @@ building could run and what its status light shows. A caller therefore depends o
|
||||
it reads rather than on whichever system happens to tick it — which is what let the UI, the
|
||||
balancing tool and the tests stop reaching through `BuildingSystem` for const answers.
|
||||
|
||||
What has not moved yet: the building-id counter and the global building block stock are
|
||||
factory data that still live on `Simulation`, reached through callbacks
|
||||
(`m_allocateBuildingId`, `m_addBuildingBlocks`) held by `BuildingSystem` and
|
||||
`DeconstructionSystem`. `m_spawnShip` and `m_isItemUnlocked` are genuine cross-domain
|
||||
reaches — into the entity model and the unlock state — and are not candidates for this
|
||||
struct.
|
||||
The struct also carries the two counters that used to live on `Simulation` and be reached
|
||||
through callbacks: `nextBuildingId` (handed out by `allocateBuildingId`) and
|
||||
`buildingBlocksStock`, which placement spends, deconstruction refunds, and HQ belt
|
||||
deliveries add to. What remains on `BuildingSystem` is `m_spawnShip` and
|
||||
`m_isItemUnlocked` — genuine cross-domain reaches into the entity model and the unlock
|
||||
state, not factory data, and so not candidates for this struct.
|
||||
|
||||
## Debris
|
||||
|
||||
|
||||
Reference in New Issue
Block a user