Commit Graph

7 Commits

Author SHA1 Message Date
a90218f5c0 make BuildingSystem stateless: FactoryState becomes a parameter
The member reference is gone. All 23 methods that read or write the factory now
take FactoryState& (const for the two item walks and the checksum fold), so a
BuildingSystem is no longer bound to one state and its signatures say which data
each call touches. It holds only config, belts, rng and the callbacks — the same
shape as AiSystem and CombatSystem.

This completes what phase 2 set out to do; the ownership move landed earlier, but
the systems kept reaching the data through a member until the queries were off
them.

Seeding the asteroid bound moved with the state, and that broke four tests: the
fixtures build their own FactoryState, which defaulted the bound to 0 and refused
every placement on the asteroid. Rather than fix the four call sites, makeFactoryState()
now creates a run's state from the config, and Simulation, ArenaSimulation and the
test fixtures all use it — there is one place that knows what a fresh factory
looks like.

Verified with a golden-checksum capture before and after — all four sample ticks
identical — and by re-running the declaration/definition check over the header.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-04 23:00:09 +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
3c549a160c share one loadTestConfig() helper across the tests
19 test translation units each defined an identical local loadConfig().
They now include src/test/TestConfig.h, which lives off the lib/ui/app
include path like SimulationTestAccess.h.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01GH8ZMRY3vhxxXcaUxBqxkk
2026-08-02 20:53:21 +02:00
a9082c57f3 Implement config-driven unlock groups so that multiple things can be unlocked at once (including buildings) 2026-07-22 21:34:59 +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
4986c1bac8 implement copy building settings with shift + click gesture 2026-07-09 20:29:20 +02:00