Commit Graph

43 Commits

Author SHA1 Message Date
7ce0751c60 remove the stale findRotateInPlaceTarget declaration
Third declaration left behind by a move — the definition went to
PlacementRules.cpp but the declaration stayed. Checked the rest of the header
mechanically this time: every other declared method has a definition.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-04 22:43:00 +02:00
b3d6264ed3 move the placement rules and the config-dependent queries off BuildingSystem
isPlacementValid, findRotateInPlaceTarget and the bodyCellsWithinWorldBounds
helper become PlacementRules.h — where a building may go and what already sits
on those tiles, answered from the factory state and the config. getInputPorts
and getSiteSplitterInfo join FactoryQueries.h, whose header comment now says
plainly that the last two also take the config because answering them means
reading a building definition.

computeInputPorts goes to PortGeometry.h alongside outputBodyTile/inputBodyTile:
it needs only Port and QPoint, so it belongs in core rather than in sim.

BuildingSystem is left with no query that reads the factory — its remaining const
methods are the emerging/incoming item walks, the checksum fold, and the buffer
initialisers. It changes the factory now; it no longer describes it.

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
2026-08-04 22:31:16 +02:00
ade716edf2 delete the unused getAllBeltTiles and BeltTileInfo
Nothing in lib, ui, balancing or the tests calls it — the only references were
its own declaration and definition.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-04 22:23:34 +02:00
3272431353 extract the production rules as free functions over config and building
gatherCandidateRecipes, recipeInputsAvailable, computeShipyardRequiredMaterials,
hasInputsToStart and getProductionStatus read no factory state — they answer
"what can this building produce, and can it start" from the config and the
Building alone. They move to ProductionRules.h as free functions, and the
ProductionStatus enum goes with them since it is that group's return type.

Two of the five are pure in their arguments; the other three need GameConfig
through gatherCandidateRecipes and computeShipyardRequiredMaterials, so config is
a parameter rather than the group being split across two headers.

Only two callers outside BuildingSystem existed — the status light in
GameWorldView and one test lambda — so this is nearly all internal.

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
2026-08-04 22:17:01 +02:00
d1b688f45e remove two declarations left behind by the query migration
isTileOccupied and findNearestBuilding kept their declarations in
BuildingSystem.h after their definitions were deleted. Nothing calls them, so it
built and linked, but a caller would have hit an unresolved symbol rather than a
missing-member error.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-04 22:01:26 +02:00
df7f60c898 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
2026-08-04 21:52:49 +02:00
58e173ad5b move the asteroid width bound into FactoryState
It was the last piece of mutable world data BuildingSystem still owned, and the
placement queries need it: isPlacementValid reaches it through
bodyCellsWithinWorldBounds, so those queries cannot become free functions over
FactoryState while the bound lives on the system.

Left out of the checksum deliberately. It is derived from config and Simulation's
expansion count, which is folded already, so adding it would change every
checksum without adding information.

Still seeded from config by BuildingSystem's constructor, which keeps the
initialization at exactly the point it happened before; reset() clears the state
before initializeSubsystems() rebuilds the system, so the ordering holds.

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
2026-08-04 21:38:30 +02:00
2522a8c974 move FactoryState ownership out of BuildingSystem to Simulation
Simulation (and ArenaSimulation in the balancing tool) now owns the factory's
world data; BuildingSystem holds a reference to it. This is what lets the systems
that operate on the data be handed the same state — phase 3's construction and
deconstruction systems, and later the ecs/system/ classes that today take a
BuildingSystem& only to query it.

reset() clears the state alongside m_admin and m_beltSystem, matching how the
subsystems were already rebuilt from scratch.

Falls short of the tick-argument form I sketched: BuildingSystem still reaches
the data through a member reference rather than a parameter. Making it truly
stateless means the const query surface has to find the data some other way, and
that surface is large — findBuilding alone has 64 call sites, with findSite,
getAllBuildings, getAllSites, isTileOccupied and the rest behind it. Doing that
needs a queries facade behind Simulation::getBuildings() so the callers do not
all move, which is its own decision rather than a side effect of this one.

The constructor gains a parameter, so the four owners and the three test fixtures
that build a BuildingSystem directly are updated; the 33 files that only use one
are untouched.

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
2026-08-04 20:55:32 +02:00
e39b81eb22 gather the factory's world data into FactoryState
BuildingSystem is the one system in the codebase that owns the world data it
operates on. The ecs/system/ classes already do the opposite — AiSystem and
SalvagerSystem hold config and their own scratch, and take EntityAdmin and the
other systems as tick arguments — so this is bringing the outlier in line, not
inventing a pattern.

Phase 1 of that: the buildings vector, both work queues and the tile grid move
into a FactoryState struct, still owned by BuildingSystem. Every method reaches
through m_state. The public API is untouched, so none of the 33 files that
reference BuildingSystem needed a change.

DeconstructionEntry moves out of BuildingSystem's private section into
FactoryState.h, since the queue that holds it lives there now.

m_asteroidWidth_tiles stays on the system: it is not checksummed and is a cached
placement bound derived from config and the expansion count, not factory data.

The intent is for Simulation to own FactoryState and pass it into the tick
methods, leaving the systems stateless over it. FactoryState.h notes explicitly
that this is a data/behaviour split and not a step toward putting buildings in
the entity model, which architecture.md rules out.

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
2026-08-04 20:39:34 +02:00
71d0dad3f2 give tile occupancy its own class, BuildingGrid
Eleven methods maintained m_tileOccupancy by hand — place, deconstruct,
removeBuilding, placeImmediate, tickDeconstruction, findRotateInPlaceTarget and
tryDirectCoupleDeposit all indexed a raw std::map<std::pair<int,int>, BuildingId>
directly, so the invariant "occupancy stays in sync with placement" was
re-implemented at every call site. They now ask and tell a small owned index
instead: occupy / release / isOccupied / findOwner.

BuildingGrid is a member of BuildingSystem, not a peer system: it has no
per-tick behaviour and nothing outside BuildingSystem touches it.

The internal keying stays std::pair<int,int> rather than moving to QPoint. The
checksum folds the entries in map iteration order, so the comparator is part of
the determinism contract; changing it is a separate decision, not a side effect
of this move. 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
2026-08-04 17:22:40 +02:00
993325d97c remove duplicate findBuildingDef from BuildingSystem
BuildingSystem::findBuildingDef was a byte-equivalent re-implementation of
BuildingsConfig::findBuildingDef. Same cleanup as the GameWorldView copy;
this one sits in the sim layer, so it was missed by both earlier passes.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
2026-08-02 21:34:24 +02:00
84d32b6c16 add findShipDef/findModuleDef/findRecipeDef to config structs
Ships/Modules/RecipesConfig now carry lookup helpers mirroring
BuildingsConfig::findBuildingDef. The hand-rolled linear scans in
BuildingSystem, ShipSystem, ShipStatsCalculator, ThreatCostCalculator,
ShipLayoutDialog, SelectedBuildingPanel and SchematicChoiceDialog now
call them instead.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
2026-08-02 20:42:24 +02:00
e20a0bba67 Rename Demolish to Deconstruct 2026-07-22 21:40:42 +02:00
b2ce20e6ad Add deconstruction queue 2026-07-22 21:37:56 +02:00
4ca5b332cd Snap belt-drag end tile to a building's input edge 2026-07-21 21:09:07 +02:00
1cbc695bc5 Add building status light 2026-07-20 22:19:58 +02:00
9622fa4345 Use std::optional instead of sentinel values for absent data 2026-07-20 20:27:20 +02:00
d412c69f82 Prefix all getters with "get" 2026-07-19 21:17:38 +02:00
486296feee Allow direct output-to-input port coupling between adjacent buildings 2026-07-14 20:23:24 +02:00
c9f14970a1 Animate items entering building input ports 2026-07-14 20:21:25 +02:00
6a8c456aa1 Animate items emerging from building output ports 2026-07-14 20:18:47 +02:00
dd7c997816 Auto-process smelter and reprocessing plant (no recipe selection) 2026-07-12 21:35:23 +02:00
2ddf13238c Fix Salvage Bay drop-off not working by adding config-driven buffer capacity 2026-07-09 20:11:12 +02:00
e8786c3922 implement cost formula for asteroid expansion 2026-07-08 20:33:19 +02:00
d74ba5bfad Replay: deterministic record & playback (#4)
Add deterministic record/playback for a run.

Recording captures `(seed, config hash, ordered tick-tagged commands)` and re-simulates on playback — no state snapshots. `DotaFactory.exe --replay <file>` re-plays a recorded run view-only with manual speed/pause.

Reviewed-on: #4
Co-authored-by: Malte Langkabel <malte.langkabel@gmail.com>
Co-committed-by: Malte Langkabel <malte.langkabel@gmail.com>
2026-07-01 19:20:08 +00:00
d271d65678 allow to set the recipe already for construction sites 2026-06-22 22:15:56 +02:00
e5017ab3c5 fix issue where construction sites could be placed outside of game world and add tests 2026-06-22 21:13:01 +02:00
1ea1cc59fb show threat rate in debug output 2026-06-14 13:39:10 +02:00
54a6056b77 implicit item locking 2026-06-12 16:14:21 +02:00
b57299fd2a rename EntityId to BuildingId 2026-05-23 07:53:56 +02:00
bd488db8ef remove unused building HP 2026-05-22 21:34:21 +02:00
9d20048705 cleanup 2026-05-22 20:45:10 +02:00
ca07cbaf0e switch to ECS architecture 2026-05-22 20:31:39 +02:00
d08bf5d37b implement ship modules 2026-05-18 08:54:26 +02:00
2770bf96be allow to rotate buildings in place 2026-04-29 21:51:04 +02:00
fb83db98ab rename blueprint to schematic 2026-04-26 21:00:55 +02:00
55997ef851 store belts as buildings and fix issue that belts could not be selected 2026-04-24 21:09:28 +02:00
393c49e1bb fix issue where shipyard did not produce anything 2026-04-21 22:17:48 +02:00
2991a9584f show ports 2026-04-20 21:37:41 +02:00
46188bd9ca fix belts were not drawn 2026-04-20 21:18:14 +02:00
498b97db20 implement waves 2026-04-20 14:10:01 +02:00
65de4ddc5c implement ship behaviors 2026-04-20 08:29:53 +02:00
bf29cc40e3 implement building system 2026-04-19 20:53:08 +02:00