free the buffer setup and belt registration from BuildingSystem

This commit is contained in:
2026-08-05 06:55:13 +02:00
parent 114a43b205
commit fd85e8e10a
5 changed files with 224 additions and 177 deletions

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@@ -0,0 +1,173 @@
#include "BuildingBuffers.h"
#include <algorithm>
#include <cassert>
#include "BuildingType.h"
#include "ItemType.h"
#include "ModulesConfig.h"
#include "ShipsConfig.h"
void initBuffers(Building& b, const RecipeDef& recipe)
{
b.inputBuffer.counts.clear();
b.inputBuffer.caps.clear();
for (const RecipeIngredient& ing : recipe.inputs)
{
const ItemType type{ing.item};
b.inputBuffer.counts[type] = 0;
b.inputBuffer.caps[type] = 2 * ing.amount;
}
b.outputBuffer.items.clear();
if (b.type == BuildingType::ReprocessingPlant)
{
// 1× max-per-roll (REQ-MAT-OUTPUT-BUFFER-REPROCESSING).
int maxAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
if (out.amount > maxAmount)
{
maxAmount = out.amount;
}
}
b.outputBuffer.capacity = maxAmount;
}
else
{
// 2× per-cycle output.
int totalAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
totalAmount += out.amount;
}
b.outputBuffer.capacity = 2 * totalAmount;
}
}
void initAutoBuffers(const GameConfig& config, Building& b)
{
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 : 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 initShipyardBuffers(const GameConfig& config, Building& b)
{
b.inputBuffer.counts.clear();
b.inputBuffer.caps.clear();
b.outputBuffer.items.clear();
b.outputBuffer.capacity = 0;
const ShipDef* def = config.ships.findShipDef(b.recipeId);
if (!def)
{
return;
}
for (const RecipeIngredient& ing : def->schematic.materials)
{
const ItemType type{ing.item};
b.inputBuffer.counts[type] = 0;
b.inputBuffer.caps[type] = 2 * ing.amount;
}
if (b.shipLayout.has_value())
{
for (const PlacedModule& pm : b.shipLayout->placedModules)
{
const ModuleDef* modDef = config.modules.findModuleDef(pm.moduleId);
if (!modDef)
{
continue;
}
for (const RecipeIngredient& ing : modDef->materials)
{
const ItemType type{ing.item};
b.inputBuffer.counts.try_emplace(type, 0);
b.inputBuffer.caps[type] += 2 * ing.amount;
}
}
}
}
void initSalvageBayBuffer(const GameConfig& config, Building& b)
{
// Salvage Bay has no recipe-driven buffer; its output-buffer holding size for
// ship drop-off is config-defined (REQ-BLD-SALVAGE-BAY).
b.outputBuffer.items.clear();
const BuildingDef* def = config.buildings.findBuildingDef(BuildingType::SalvageBay);
b.outputBuffer.capacity =
(def && def->outputBufferCapacity) ? *def->outputBufferCapacity : 0;
}
void reregisterBeltTile(BeltSystem& belts, const GameConfig& config,
const Building& building,
const std::vector<ItemType>& splitterFilterA,
const std::vector<ItemType>& splitterFilterB)
{
switch (building.type)
{
case BuildingType::Belt:
belts.placeBelt(building.anchor, building.rotation);
break;
case BuildingType::Splitter:
assert(building.outputPorts.size() >= 2);
belts.placeSplitter(building.anchor,
building.outputPorts[0].direction,
building.outputPorts[1].direction);
belts.setSplitterFilters(building.anchor, splitterFilterA, splitterFilterB);
break;
case BuildingType::TunnelEntry:
belts.placeTunnelEntry(building.anchor, building.rotation,
config.world.tunnelMaxDistance_tiles);
break;
case BuildingType::TunnelExit:
belts.placeTunnelExit(building.anchor, building.rotation);
break;
default:
break;
}
}

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@@ -0,0 +1,39 @@
#pragma once
#include <vector>
#include "BeltSystem.h"
#include "Building.h"
#include "GameConfig.h"
#include "ItemType.h"
#include "RecipesConfig.h"
// Setting a building up when it starts existing or is reconfigured: sizing its
// input/output buffers from what it will produce, and handing belt-like types back
// to BeltSystem. Free functions over the config and the building — they read no
// factory state, so both BuildingSystem and ConstructionSystem can use them.
// Buffers for a building running one known recipe: inputs capped at twice each
// ingredient's per-cycle amount, output at twice the per-cycle total (one cycle's
// max for a Reprocessing Plant, REQ-MAT-OUTPUT-BUFFER-REPROCESSING).
void initBuffers(Building& b, const RecipeDef& recipe);
// Buffers for an auto-recipe building (Smelter, Reprocessing Plant), unioned over
// every recipe of its type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
void initAutoBuffers(const GameConfig& config, Building& b);
// Buffers for a shipyard: its schematic's materials plus those of every placed
// module (REQ-BLD-SHIPYARD).
void initShipyardBuffers(const GameConfig& config, Building& b);
// The Salvage Bay holds no recipe inputs; its output capacity is config-defined
// (REQ-BLD-SALVAGE-BAY).
void initSalvageBayBuffer(const GameConfig& config, Building& b);
// Registers a belt, splitter or tunnel end with BeltSystem. A splitter's filters
// live in BeltSystem and are lost by removeTile, so they are passed back in
// (REQ-BLD-SPLITTER). No-op for every other building type.
void reregisterBeltTile(BeltSystem& belts, const GameConfig& config,
const Building& building,
const std::vector<ItemType>& splitterFilterA,
const std::vector<ItemType>& splitterFilterB);

View File

@@ -47,139 +47,6 @@ BuildingSystem::BuildingSystem(const GameConfig& config,
// Private helpers // Private helpers
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
void BuildingSystem::initBuffers(Building& b, const RecipeDef& recipe) const
{
b.inputBuffer.counts.clear();
b.inputBuffer.caps.clear();
for (const RecipeIngredient& ing : recipe.inputs)
{
const ItemType type{ing.item};
b.inputBuffer.counts[type] = 0;
b.inputBuffer.caps[type] = 2 * ing.amount;
}
b.outputBuffer.items.clear();
if (b.type == BuildingType::ReprocessingPlant)
{
// 1× max-per-roll (REQ-MAT-OUTPUT-BUFFER-REPROCESSING).
int maxAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
if (out.amount > maxAmount)
{
maxAmount = out.amount;
}
}
b.outputBuffer.capacity = maxAmount;
}
else
{
// 2× per-cycle output.
int totalAmount = 0;
for (const RecipeOutput& out : recipe.outputs)
{
totalAmount += out.amount;
}
b.outputBuffer.capacity = 2 * totalAmount;
}
}
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();
b.inputBuffer.caps.clear();
b.outputBuffer.items.clear();
b.outputBuffer.capacity = 0;
const ShipDef* def = m_config.ships.findShipDef(b.recipeId);
if (!def)
{
return;
}
for (const RecipeIngredient& ing : def->schematic.materials)
{
const ItemType type{ing.item};
b.inputBuffer.counts[type] = 0;
b.inputBuffer.caps[type] = 2 * ing.amount;
}
if (b.shipLayout.has_value())
{
for (const PlacedModule& pm : b.shipLayout->placedModules)
{
const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
if (!modDef)
{
continue;
}
for (const RecipeIngredient& ing : modDef->materials)
{
const ItemType type{ing.item};
b.inputBuffer.counts.try_emplace(type, 0);
b.inputBuffer.caps[type] += 2 * ing.amount;
}
}
}
}
void BuildingSystem::initSalvageBayBuffer(Building& b) const
{
// Salvage Bay has no recipe-driven buffer; its output-buffer holding size for
// ship drop-off is config-defined (REQ-BLD-SALVAGE-BAY).
b.outputBuffer.items.clear();
const BuildingDef* def = m_config.buildings.findBuildingDef(BuildingType::SalvageBay);
b.outputBuffer.capacity =
(def && def->outputBufferCapacity) ? *def->outputBufferCapacity : 0;
}
std::vector<Item> BuildingSystem::rollReprocessingOutput(const RecipeDef& recipe) std::vector<Item> BuildingSystem::rollReprocessingOutput(const RecipeDef& recipe)
{ {
@@ -397,7 +264,7 @@ void BuildingSystem::setRecipe(FactoryState& state, BuildingId id, const std::st
{ {
if (building.type == BuildingType::Shipyard) if (building.type == BuildingType::Shipyard)
{ {
initShipyardBuffers(building); initShipyardBuffers(m_config, building);
} }
else else
{ {
@@ -441,7 +308,7 @@ void BuildingSystem::setShipLayout(FactoryState& state, BuildingId id, const Shi
for (std::vector<BeltItemSlot>& lane : building.incomingItems) { lane.clear(); } for (std::vector<BeltItemSlot>& lane : building.incomingItems) { lane.clear(); }
if (!building.recipeId.empty() && building.type == BuildingType::Shipyard) if (!building.recipeId.empty() && building.type == BuildingType::Shipyard)
{ {
initShipyardBuffers(building); initShipyardBuffers(m_config, building);
} }
return; return;
} }
@@ -525,19 +392,19 @@ void BuildingSystem::tickConstruction(FactoryState& state, Tick currentTick)
if (building.type == BuildingType::SalvageBay) if (building.type == BuildingType::SalvageBay)
{ {
initSalvageBayBuffer(building); initSalvageBayBuffer(m_config, building);
} }
else if (isAutoRecipeBuildingType(building.type)) else if (isAutoRecipeBuildingType(building.type))
{ {
// Smelter/Reprocessing Plant need no recipe selection; buffers are set // Smelter/Reprocessing Plant need no recipe selection; buffers are set
// up from all recipes of the type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). // up from all recipes of the type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
initAutoBuffers(building); initAutoBuffers(m_config, building);
} }
else if (!building.recipeId.empty()) else if (!building.recipeId.empty())
{ {
if (building.type == BuildingType::Shipyard) if (building.type == BuildingType::Shipyard)
{ {
initShipyardBuffers(building); initShipyardBuffers(m_config, building);
} }
else else
{ {
@@ -551,7 +418,7 @@ void BuildingSystem::tickConstruction(FactoryState& state, Tick currentTick)
// Register with BeltSystem before the move (mask/building stays valid). Any // Register with BeltSystem before the move (mask/building stays valid). Any
// filters configured while under construction carry over (REQ-BLD-SITE-CONFIG). // filters configured while under construction carry over (REQ-BLD-SITE-CONFIG).
reregisterBeltTile(building, front.splitterFilterA, front.splitterFilterB); reregisterBeltTile(m_belts, m_config, building, front.splitterFilterA, front.splitterFilterB);
state.buildings.push_back(std::move(building)); state.buildings.push_back(std::move(building));
@@ -570,34 +437,6 @@ void BuildingSystem::tickConstruction(FactoryState& state, Tick currentTick)
} }
} }
void BuildingSystem::reregisterBeltTile(const Building& building,
const std::vector<ItemType>& splitterFilterA,
const std::vector<ItemType>& splitterFilterB)
{
switch (building.type)
{
case BuildingType::Belt:
m_belts.placeBelt(building.anchor, building.rotation);
break;
case BuildingType::Splitter:
assert(building.outputPorts.size() >= 2);
m_belts.placeSplitter(building.anchor,
building.outputPorts[0].direction,
building.outputPorts[1].direction);
m_belts.setSplitterFilters(building.anchor, splitterFilterA, splitterFilterB);
break;
case BuildingType::TunnelEntry:
m_belts.placeTunnelEntry(building.anchor, building.rotation,
m_config.world.tunnelMaxDistance_tiles);
break;
case BuildingType::TunnelExit:
m_belts.placeTunnelExit(building.anchor, building.rotation);
break;
default:
break;
}
}
void BuildingSystem::tickDeconstruction(FactoryState& state, Tick currentTick) void BuildingSystem::tickDeconstruction(FactoryState& state, Tick currentTick)
{ {
TRACE(); TRACE();
@@ -659,7 +498,7 @@ void BuildingSystem::cancelDeconstruction(FactoryState& state, BuildingId id)
if (Building* building = findBuilding(state, id)) if (Building* building = findBuilding(state, id))
{ {
building->queuedForDeconstruction = false; building->queuedForDeconstruction = false;
reregisterBeltTile(*building, it->splitterFilterA, it->splitterFilterB); reregisterBeltTile(m_belts, m_config, *building, it->splitterFilterA, it->splitterFilterB);
} }
state.deconstructionQueue.erase(it); state.deconstructionQueue.erase(it);
@@ -1151,7 +990,7 @@ void BuildingSystem::rotateInPlace(FactoryState& state, BuildingId id, Rotation
} }
m_belts.removeTile(b.anchor); m_belts.removeTile(b.anchor);
reregisterBeltTile(b, splitterFilterA, splitterFilterB); reregisterBeltTile(m_belts, m_config, b, splitterFilterA, splitterFilterB);
} }
return; return;
@@ -1191,7 +1030,7 @@ BuildingId BuildingSystem::placeImmediate(FactoryState& state, BuildingType type
if (type == BuildingType::SalvageBay) if (type == BuildingType::SalvageBay)
{ {
initSalvageBayBuffer(building); initSalvageBayBuffer(m_config, building);
} }
state.buildings.push_back(std::move(building)); state.buildings.push_back(std::move(building));

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

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@@ -13,6 +13,7 @@ SET(HDRS
${CMAKE_CURRENT_SOURCE_DIR}/Building.h ${CMAKE_CURRENT_SOURCE_DIR}/Building.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h ${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.h ${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.h
${CMAKE_CURRENT_SOURCE_DIR}/FactoryState.h ${CMAKE_CURRENT_SOURCE_DIR}/FactoryState.h
${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.h ${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.h
${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.h ${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.h
@@ -42,6 +43,7 @@ SET(SRCS
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp ${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp ${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.cpp ${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.cpp
${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.cpp
${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.cpp ${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.cpp
${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.cpp ${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.cpp
${CMAKE_CURRENT_SOURCE_DIR}/PlacementRules.cpp ${CMAKE_CURRENT_SOURCE_DIR}/PlacementRules.cpp