share BuildingSystem's free functions instead of copying them
Four of the five file-local helpers in BuildingSystem.cpp had duplicates elsewhere: isAutoRecipeBuildingType and isBeltSubsystemType were re-spelled as isAutoRecipeBuilding and isBeltLike in SelectedBuildingPanel.cpp, and outputBodyTile was copied verbatim as portBodyTile in GameWorldView.cpp. Same predicates, different names, so a change to one would silently not reach the others. The two BuildingType predicates move to BuildingType.h, which already hosts the free functions over that enum and is already included by both lib and ui. The port geometry moves to a new PortGeometry.h; inputBodyTile has no duplicate but is outputBodyTile's counterpart and belongs beside it — the sim moves items across the port edge and the renderer draws the virtual belt there, so the two must agree on which tile a port owns. inputLaneEntryFree stays file-local: single use, and tied to BeltItemSlot rather than to building types or port geometry. Verified the six moved bodies are character-identical to their originals. Co-Authored-By: Claude <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
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@@ -6,63 +6,13 @@
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#include <random>
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#include <set>
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#include "PortGeometry.h"
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#include "StateChecksum.h"
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#include "SurfaceMask.h"
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#include "tracing.h"
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namespace
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{
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// Smelter and Reprocessing Plant have no player-selected recipe
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// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). They auto-process whatever inputs
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// they receive, matching against every recipe of their building type.
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bool isAutoRecipeBuildingType(BuildingType type)
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{
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return type == BuildingType::Smelter
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|| type == BuildingType::ReprocessingPlant;
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}
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// Belts, splitters, and tunnel ends keep their runtime data in the belt subsystem
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// rather than in the Building instance, so placing/removing them must register or
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// unregister a tile with BeltSystem.
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bool isBeltSubsystemType(BuildingType type)
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{
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return type == BuildingType::Belt
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|| type == BuildingType::Splitter
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|| type == BuildingType::TunnelEntry
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|| type == BuildingType::TunnelExit;
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}
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// The building body tile that owns an output port, given the port's outside tile
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// (port.tile) and its facing direction. The virtual output belt occupies this tile
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// and flows toward port.tile (REQ-MAT-OUTPUT-EMERGE).
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QPoint outputBodyTile(QPoint portTile, Rotation direction)
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{
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switch (direction)
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{
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case Rotation::East: return portTile + QPoint(-1, 0);
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case Rotation::West: return portTile + QPoint( 1, 0);
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case Rotation::North: return portTile + QPoint( 0, 1);
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case Rotation::South: return portTile + QPoint( 0, -1);
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}
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return portTile;
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}
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// The building body tile an input port feeds into, given the port's outside belt
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// tile (port.tile) and its inward flow direction. The virtual input belt occupies
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// this tile and flows from the outer edge (progress 0.0) to the centre (0.5)
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// (REQ-MAT-INPUT-INTAKE).
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QPoint inputBodyTile(QPoint portTile, Rotation inwardDirection)
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{
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switch (inwardDirection)
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{
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case Rotation::East: return portTile + QPoint( 1, 0);
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case Rotation::West: return portTile + QPoint(-1, 0);
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case Rotation::North: return portTile + QPoint( 0, -1);
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case Rotation::South: return portTile + QPoint( 0, 1);
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}
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return portTile;
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}
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// An input belt accepts a new item at progress 0.0 only when it holds fewer than
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// three items and the entry slot is clear (nothing within a quarter tile of 0.0),
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// matching the belt packing used elsewhere (REQ-GW-BELT-CAPACITY).
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