free the buffer setup and belt registration from BuildingSystem
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@@ -16,6 +16,7 @@
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#include "BeltSystem.h"
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#include "Building.h"
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#include "FactoryState.h"
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#include "BuildingBuffers.h"
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#include "PlacementRules.h"
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#include "ProductionRules.h"
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#include "BuildingType.h"
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@@ -188,9 +189,6 @@ private:
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// Registers a belt/splitter/tunnel building's tile with the belt subsystem
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// (on construction completion, or when un-queuing a deconstruction). No-op for
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// non-belt-subsystem types. Splitter filters are (re)applied after placement.
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void reregisterBeltTile(const Building& building,
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const std::vector<ItemType>& splitterFilterA,
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const std::vector<ItemType>& splitterFilterB);
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// True if the consumer would accept `type` at the given input port right now:
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// it is a required input (or a building block for the HQ), the reservation-aware
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@@ -221,13 +219,9 @@ private:
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// (ignoring output-buffer space); drives the Starved/Blocked distinction of
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// the status light (REQ-UI-STATUS-LIGHT).
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void initBuffers(Building& b, const RecipeDef& recipe) const;
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// Buffers for an auto-recipe building (Smelter, Reprocessing Plant): input
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// caps span the union of every recipe of the building's type; no player
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// recipe is selected (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
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void initAutoBuffers(Building& b) const;
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void initShipyardBuffers(Building& b) const;
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void initSalvageBayBuffer(Building& b) const;
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// Core input-edge scan shared by operational buildings and construction sites.
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std::vector<Item> rollReprocessingOutput(const RecipeDef& recipe);
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