Commit Graph

34 Commits

Author SHA1 Message Date
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
bb50f527d6 drop CombatSystem's unused BuildingSystem parameter
The parameter was already commented out in the definition — combat resolution
never touched it. Removing it also removes the last reference to BuildingSystem
from CombatSystem, so the forward declaration goes too.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-04 21:34:20 +02:00
7540c21d5c depend on factory data instead of BuildingSystem in the AI path
Ten queries that read nothing but FactoryState become free functions in
FactoryQueries.h; the BuildingSystem methods stay as one-line forwards, so no
existing caller moves yet.

That lets the AI path drop its dependency on the system entirely. AiSystem,
SalvagerSystem, DeliverScrapEvaluator and DeliverScrapExecutor took a
BuildingSystem& purely to call findBuilding, findNearestBuilding and
deliverScrapToSalvageBay — all three are state-pure — so they now take
FactoryState& and say what they actually read. Four forward declarations of
BuildingSystem go with them.

No facade: the queries are plain free functions over the data. A facade was
considered to spare the ~180 UI call sites, but the AI needed only the data and
would have been given GameConfig it has no use for.

isProductionBuildingType moves to BuildingType.h beside isAutoRecipeBuildingType
and isBeltSubsystemType rather than being copied into the new file.

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 21:26:49 +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
8b71fe1a03 Rename ship/station scrap drop entities to "debris" 2026-07-23 20:51:05 +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
e32d384c99 fix bug where balancing matches did not finish until enemy hq was destroyed 2026-07-08 20:31:33 +02:00
24e0999d8a show total time in balancing target arenas 2026-07-08 20:31:14 +02:00
751ef27a7b show team EHP in balancing target 2026-07-08 20:29:41 +02:00
18e732ae99 Remove schematic upgrades and module and ship levels 2026-07-02 21:32:36 +02:00
81b1c7a66b Derive ship scrap drop from threat 2026-07-02 21:30:38 +02:00
4818997164 fix issue where repair behavior targets enemy HQ in balancing target 2026-06-19 21:36:04 +02:00
9573b9789a change repair_tool application and add beams for salvager and repair_tool 2026-06-19 21:15:47 +02:00
7f4ea93a70 show accumulated threat for teams in balancing target 2026-06-17 21:29:02 +02:00
ac97652c60 make ships claim targets 2026-06-16 21:18:28 +02:00
e8dd73bcb0 refactor AI system 2026-06-15 09:16:56 +02:00
5317f35198 switch to using own event system 2026-06-13 17:52:22 +02:00
54a6056b77 implicit item locking 2026-06-12 16:14:21 +02:00
6b95619806 add units in config files 2026-06-06 20:46:36 +02:00
7669245229 use meters in config 2026-06-05 20:09:20 +02:00
9d0a60a93b define ship roles via added modules and allow multiple weapons 2026-06-01 23:05:21 +02:00
25ff3c56c5 move ecs related code to own folder 2026-05-25 09:10:54 +02:00
0cd0529468 split MovementSystem to MovementIntentSystem and DynamicBodySystem 2026-05-25 07:25:54 +02:00
f5f4453e2c rename behavior components 2026-05-23 08:26:10 +02:00
b57299fd2a rename EntityId to BuildingId 2026-05-23 07:53:56 +02:00
ea79d76953 unify Weapon and StationWeapon components 2026-05-22 22:06:30 +02:00
ca07cbaf0e switch to ECS architecture 2026-05-22 20:31:39 +02:00
452c26c8b3 split off MovementSystem and AiSystem from ShipSystem 2026-05-20 22:26:45 +02:00
d397b9969a ship layout blueprints 2026-05-19 21:41:19 +02:00
3ef32ee6ba allow to inspect balancing arena 2026-05-04 09:18:39 +02:00
426870158c also require defence station to be destroyed for balancing fight to finish 2026-05-03 11:27:16 +02:00
4eaae5d940 indicate balancing winner better 2026-05-03 11:23:24 +02:00
a4427f7f67 add balancing tool target 2026-05-03 11:17:54 +02:00