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refactorin
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@@ -31,7 +31,14 @@ keep the citation accurate.
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## Coding Guidelines
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* avoid duplicate code
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* do not use the "auto" keyword
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* do not use the "auto" keyword, with two exceptions:
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* **named local lambdas** — a lambda's type is unnameable, and `std::function`
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is not an acceptable substitute in per-tick code because it adds a heap
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allocation and an indirect call
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* **iterator types** — `auto it = m_buildings.find(id)` is allowed where
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spelling the iterator out adds length without adding information
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* everywhere else the type is written out; in particular `auto` is not used
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for plain values, return values, or range-for element types
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* use Qt utility data types (like QPoint, QVector3D, QString, etc.)
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* wrap strings that appear in the UI with Qt's "tr()"
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* use the EventManager/EventHandler instead of defining own signals and slots
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@@ -136,17 +136,43 @@ Belts and splitters are their own specialized subsystem. Belt items are **not**
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### Public Interface
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Narrow and representation-agnostic:
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`BeltSystem.h` is authoritative. The surface is wider than the original design sketch — 15 public methods in five groups, not the 5-method port interface this section used to describe:
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```cpp
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class BeltSystem {
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public:
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bool tryPutItem(Port port, Item item);
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std::optional<Item> tryTakeItem(Port port);
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// Placement — belts/splitters/tunnels are Buildings for cost and
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// construction, so BuildingSystem registers and unregisters their tiles.
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void placeBelt(QPoint tile, Rotation direction);
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void placeTunnelEntry(QPoint tile, Rotation direction, int maxDistance);
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void placeTunnelExit(QPoint tile, Rotation direction);
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void placeSplitter(QPoint tile, Rotation outputA, Rotation outputB);
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void removeTile(QPoint tile);
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// Splitter filter configuration (REQ-BLD-SPLITTER). A splitter's filters
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// live here, not on Building, so callers that re-register a tile must
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// carry them across (see BuildingSystem::reregisterBeltTile).
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void setSplitterFilters(QPoint tile, const std::vector<ItemType>& filterA,
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const std::vector<ItemType>& filterB);
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std::optional<SplitterInfo> getSplitterInfo(QPoint tile) const;
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// Port interface (buildings <-> belts)
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bool tryPutItem(QPoint tile, Item item, Rotation fromDir = Rotation::West);
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std::optional<Item> tryTakeItem(Port port);
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std::optional<ItemType> peekItem(Port port) const;
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double getProgressPerTick_tpt() const; // shared so building output items
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// travel at belt speed (REQ-MAT-OUTPUT-EMERGE)
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// Maintenance
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void clearTiles(const std::vector<QPoint>& tiles); // REQ-UI-BELT-CLEAR
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void tick();
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// Rendering
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void forEachVisualItem(QRect viewportTiles,
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std::function<void(VisualItem)> visit) const;
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// Determinism (docs/replay_design.md)
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void appendChecksum(Hasher& hasher) const;
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};
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struct VisualItem {
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@@ -155,12 +181,12 @@ struct VisualItem {
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};
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```
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Buildings interact with belts only through port-level push and pull. Rendering reads only through `forEachVisualItem`. No other system ever asks "what is on tile X".
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Item *transport* is still reached only through push and pull: `tryPutItem` / `tryTakeItem` move items, `peekItem` reveals the leading item's type but never an identity, and rendering reads only through `forEachVisualItem`. The growth is in tile **topology** — placement, removal and splitter filters — which `BuildingSystem` drives because belts are `Building`s for cost, construction and deconstruction. That coupling is real and is not going away.
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### Implementation Strategy
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- v1: per-tile representation. Each belt tile stores up to 2 items with a progress value in `[0, 1]` along the tile's belt direction. Sufficient for the scale this game targets.
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- v2 (optional, only if v1 profiles poorly): Factorio-style belt-segment compression. Because the public interface never exposes tile-level item identity, migration is internal to the subsystem.
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- v2 (optional, only if v1 profiles poorly): Factorio-style belt-segment compression. The migration argument still holds for the item representation, since no method exposes tile-level item identity — but a v2 would have to keep the placement and splitter-filter methods working per tile, which is a stronger constraint than this section originally implied.
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### Rendering Note
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@@ -1,3 +1,6 @@
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set(TARGET_BASE_NAME "${PRODUCT_NAME}")
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set(TARGET_APP_NAME "${TARGET_BASE_NAME}")
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@@ -46,6 +46,8 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
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, m_finished(false)
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, m_stopRequested(false)
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{
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m_factoryState = makeFactoryState(m_gameConfig);
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m_buildingSystem = std::make_unique<BuildingSystem>(
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m_gameConfig,
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m_beltSystem,
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@@ -162,7 +164,7 @@ void ArenaSimulation::placeStructures()
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hp, hp, false);
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// Tag as an HQ so it is excluded from repair targeting (REQ-SHP-REPAIR).
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m_admin.addComponent<HqProxyComponent>(m_team1HqEntity);
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m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
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m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
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}
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// Team 2 HQ — ECS proxy entity, enemy faction (isEnemy=true). No weapon.
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@@ -183,7 +185,7 @@ void ArenaSimulation::placeStructures()
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hp, hp, true);
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// Tag as an HQ so it is excluded from repair targeting (REQ-SHP-REPAIR).
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m_admin.addComponent<HqProxyComponent>(m_team2HqEntity);
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m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
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m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
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}
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auto placeArenaStation = [&](const ArenaStationEntry& entry, bool isEnemy)
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@@ -237,7 +239,7 @@ void ArenaSimulation::placeStructures()
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m_admin.addComponent<ModuleOwnerComponent>(wChild,
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ModuleOwnerComponent{stationEntity});
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}
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m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
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m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
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};
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for (const ArenaStationEntry& entry : m_arenaConfig.teams[0].stations)
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@@ -322,13 +324,13 @@ void ArenaSimulation::tick()
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// Ship behavior systems (tick step 7): evaluate, select winner, execute.
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// Module + combat systems emit their tool beams into a shared buffer.
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m_shipSystem->clearMovementIntents();
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m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
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m_aiSystem->tick(m_admin, m_factoryState);
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std::vector<BeamFiredEvent> beamFiredEvents;
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m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, beamFiredEvents);
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m_salvagerSystem->tick(m_currentTick, m_factoryState, beamFiredEvents);
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m_repairSystem->tick(m_currentTick, beamFiredEvents);
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// Combat resolution (tick step 8).
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m_combatSystem->tick(m_currentTick, m_admin, *m_buildingSystem, beamFiredEvents);
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m_combatSystem->tick(m_currentTick, m_admin, beamFiredEvents);
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m_beamFiredEvents.insert(m_beamFiredEvents.end(), beamFiredEvents.begin(), beamFiredEvents.end());
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m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
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@@ -392,7 +394,7 @@ void ArenaSimulation::tickDeaths()
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for (entt::entity deadEntity : deadStations)
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{
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const StationBodyComponent& sb = m_admin.get<StationBodyComponent>(deadEntity);
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m_buildingSystem->unregisterTileOccupancy(sb.bodyCells);
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m_buildingSystem->unregisterTileOccupancy(m_factoryState, sb.bodyCells);
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{
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std::vector<entt::entity> stationChildren;
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m_admin.forEach<ModuleOwnerComponent>(
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@@ -487,6 +489,11 @@ const ArenaConfig& ArenaSimulation::getArenaConfig() const
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return m_arenaConfig;
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}
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const FactoryState& ArenaSimulation::getFactoryState() const
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{
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return m_factoryState;
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}
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const BuildingSystem& ArenaSimulation::getBuildings() const
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{
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return *m_buildingSystem;
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@@ -10,6 +10,7 @@
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#include "BalancingConfig.h"
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#include "BeltSystem.h"
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#include "FactoryState.h"
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#include "EntityAdmin.h"
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#include "BuildingId.h"
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@@ -85,6 +86,7 @@ public:
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const ArenaConfig& getArenaConfig() const;
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const BuildingSystem& getBuildings() const;
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const FactoryState& getFactoryState() const;
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const ShipSystem& getShips() const;
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const DebrisSystem& getDebrisSystem() const;
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EntityAdmin& getAdmin();
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@@ -107,6 +109,7 @@ private:
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BuildingId m_nextBuildingId;
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EntityAdmin m_admin;
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FactoryState m_factoryState;
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BeltSystem m_beltSystem;
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std::unique_ptr<BuildingSystem> m_buildingSystem;
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std::unique_ptr<ShipSystem> m_shipSystem;
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@@ -1,4 +1,5 @@
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#include "ArenaView.h"
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#include "FactoryQueries.h"
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#include <algorithm>
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#include <cmath>
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@@ -306,7 +307,7 @@ void ArenaView::drawTiles(QPainter& painter)
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void ArenaView::drawBuildings(QPainter& painter)
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{
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for (const Building& b : m_sim->getBuildings().getAllBuildings())
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for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
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{
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const std::map<BuildingType, BuildingVisuals>::const_iterator it =
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m_visuals->buildings.find(b.type);
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@@ -339,7 +340,7 @@ void ArenaView::drawBuildings(QPainter& painter)
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void ArenaView::drawDebris(QPainter& painter)
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{
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const float r = getTilePx() * 0.2f;
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for (const DebrisInfo& debris : m_sim->getDebrisSystem().getAllDebrisInfo())
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for (const DebrisInfo& debris : getAllDebrisInfo(m_sim->getAdmin()))
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{
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const QPointF center = worldToWidget(debris.position);
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painter.setBrush(QColor(128, 110, 90));
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@@ -13,6 +13,7 @@ SET(HDRS
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${CMAKE_CURRENT_SOURCE_DIR}/SurfaceMask.h
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${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSerializer.h
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutBlueprintSerializer.h
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${CMAKE_CURRENT_SOURCE_DIR}/TomlHelpers.h
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PARENT_SCOPE
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)
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@@ -20,9 +21,17 @@ SET(SRCS
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${SRCS}
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${CMAKE_CURRENT_SOURCE_DIR}/Formula.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoader.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderWorld.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderBuildings.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderRecipes.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderShips.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderStations.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderModules.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ConfigLoaderUnlocks.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/SurfaceMask.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/BlueprintSerializer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutBlueprintSerializer.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/TomlHelpers.cpp
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PARENT_SCOPE
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)
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@@ -1,779 +1,10 @@
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#include "ConfigLoader.h"
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#include <cstdint>
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#include <sstream>
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#include <stdexcept>
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#include <string>
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#include <unordered_set>
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#include <utility>
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#include <vector>
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#include <QPoint>
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#include "toml.hpp"
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#include "Rotation.h"
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#include "ShipLayout.h"
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namespace
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{
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||||
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// --- Error helpers --------------------------------------------------------
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||||
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std::runtime_error makeError(const std::string& file,
|
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const std::string& path,
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||||
const std::string& why)
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||||
{
|
||||
return std::runtime_error("Config: " + file + ": '" + path + "' " + why);
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}
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|
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// --- Typed accessors (throw on missing or wrong type) ---------------------
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||||
int64_t requireInt(const toml::node_view<toml::node>& node,
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const std::string& file,
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const std::string& path)
|
||||
{
|
||||
const std::optional<int64_t> value = node.value<int64_t>();
|
||||
if (!value)
|
||||
{
|
||||
throw makeError(file, path, "missing or not an integer");
|
||||
}
|
||||
return *value;
|
||||
}
|
||||
|
||||
double requireDouble(const toml::node_view<toml::node>& node,
|
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const std::string& file,
|
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const std::string& path)
|
||||
{
|
||||
if (const std::optional<double> v = node.value<double>())
|
||||
{
|
||||
return *v;
|
||||
}
|
||||
if (const std::optional<int64_t> v = node.value<int64_t>())
|
||||
{
|
||||
return static_cast<double>(*v);
|
||||
}
|
||||
throw makeError(file, path, "missing or not a number");
|
||||
}
|
||||
|
||||
std::string requireString(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const std::optional<std::string> value = node.value<std::string>();
|
||||
if (!value)
|
||||
{
|
||||
throw makeError(file, path, "missing or not a string");
|
||||
}
|
||||
return *value;
|
||||
}
|
||||
|
||||
bool requireBool(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const std::optional<bool> value = node.value<bool>();
|
||||
if (!value)
|
||||
{
|
||||
throw makeError(file, path, "missing or not a boolean");
|
||||
}
|
||||
return *value;
|
||||
}
|
||||
|
||||
const toml::array& requireArray(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const toml::array* arr = node.as_array();
|
||||
if (arr == nullptr)
|
||||
{
|
||||
throw makeError(file, path, "missing or not an array");
|
||||
}
|
||||
return *arr;
|
||||
}
|
||||
|
||||
const toml::table& requireTable(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const toml::table* tbl = node.as_table();
|
||||
if (tbl == nullptr)
|
||||
{
|
||||
throw makeError(file, path, "missing or not a table");
|
||||
}
|
||||
return *tbl;
|
||||
}
|
||||
|
||||
Formula requireFormula(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const std::string source = requireString(node, file, path);
|
||||
try
|
||||
{
|
||||
return Formula::compile(source);
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
throw makeError(file, path, std::string("formula error: ") + e.what());
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<std::string> requireStringArray(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const toml::array& arr = requireArray(node, file, path);
|
||||
std::vector<std::string> result;
|
||||
result.reserve(arr.size());
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = path + "[" + std::to_string(i) + "]";
|
||||
const std::optional<std::string> s = arr[i].value<std::string>();
|
||||
if (!s)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a string");
|
||||
}
|
||||
result.push_back(*s);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<RecipeIngredient> parseIngredients(const toml::array& arr,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
std::vector<RecipeIngredient> result;
|
||||
result.reserve(arr.size());
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = path + "[" + std::to_string(i) + "]";
|
||||
const toml::table* t = arr[i].as_table();
|
||||
if (t == nullptr)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a table");
|
||||
}
|
||||
|
||||
// We need a mutable node_view to reuse our helpers, which is fine
|
||||
// because the helpers never mutate.
|
||||
toml::table& mt = const_cast<toml::table&>(*t);
|
||||
|
||||
RecipeIngredient ing;
|
||||
ing.item = requireString(mt["item"], file, elemPath + ".item");
|
||||
ing.amount = static_cast<int>(requireInt(mt["amount"], file, elemPath + ".amount"));
|
||||
result.push_back(std::move(ing));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<RecipeOutput> parseRecipeOutputs(const toml::array& arr,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
std::vector<RecipeOutput> result;
|
||||
result.reserve(arr.size());
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = path + "[" + std::to_string(i) + "]";
|
||||
const toml::table* t = arr[i].as_table();
|
||||
if (t == nullptr)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*t);
|
||||
|
||||
RecipeOutput out;
|
||||
out.item = requireString(mt["item"], file, elemPath + ".item");
|
||||
out.amount = static_cast<int>(requireInt(mt["amount"], file, elemPath + ".amount"));
|
||||
if (const std::optional<double> p = mt["probability"].value<double>())
|
||||
{
|
||||
out.probability = *p;
|
||||
}
|
||||
else if (const std::optional<int64_t> p = mt["probability"].value<int64_t>())
|
||||
{
|
||||
out.probability = static_cast<double>(*p);
|
||||
}
|
||||
result.push_back(std::move(out));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
toml::table parseFile(const std::string& path, const std::string& file)
|
||||
{
|
||||
try
|
||||
{
|
||||
return toml::parse_file(path);
|
||||
}
|
||||
catch (const toml::parse_error& e)
|
||||
{
|
||||
std::ostringstream oss;
|
||||
oss << "Config: " << file << ": TOML parse error: " << e.description()
|
||||
<< " at " << e.source().begin;
|
||||
throw std::runtime_error(oss.str());
|
||||
}
|
||||
}
|
||||
|
||||
Rotation parseRotationString(const std::string& s)
|
||||
{
|
||||
if (s == "east") { return Rotation::East; }
|
||||
if (s == "south") { return Rotation::South; }
|
||||
if (s == "west") { return Rotation::West; }
|
||||
return Rotation::North;
|
||||
}
|
||||
|
||||
std::vector<PlacedModule> parsePlacedModules(const toml::array& arr,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
std::vector<PlacedModule> result;
|
||||
result.reserve(arr.size());
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = path + "[" + std::to_string(i) + "]";
|
||||
const toml::table* t = arr[i].as_table();
|
||||
if (t == nullptr) { continue; }
|
||||
toml::table& mt = const_cast<toml::table&>(*t);
|
||||
|
||||
const std::optional<std::string> type = mt["type"].value<std::string>();
|
||||
const std::optional<int64_t> x = mt["x"].value<int64_t>();
|
||||
const std::optional<int64_t> y = mt["y"].value<int64_t>();
|
||||
const std::optional<std::string> rot = mt["rotation"].value<std::string>();
|
||||
if (!type || !x || !y || !rot) { continue; }
|
||||
|
||||
PlacedModule pm;
|
||||
pm.moduleId = *type;
|
||||
pm.position = QPoint(static_cast<int>(*x), static_cast<int>(*y));
|
||||
pm.rotation = parseRotationString(*rot);
|
||||
result.push_back(std::move(pm));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
|
||||
// --- Per-file loaders -----------------------------------------------------
|
||||
|
||||
WorldConfig ConfigLoader::loadWorld(const std::string& path)
|
||||
{
|
||||
const std::string file = "world.toml";
|
||||
toml::table tbl = parseFile(path, file);
|
||||
|
||||
WorldConfig cfg;
|
||||
|
||||
cfg.heightTiles = static_cast<int>(requireInt(tbl["world"]["height_tiles"], file, "world.height_tiles"));
|
||||
cfg.refundPercentage = static_cast<int>(requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
|
||||
cfg.deconstructionTimeSeconds = requireDouble(tbl["world"]["deconstruction_time_seconds"], file, "world.deconstruction_time_seconds");
|
||||
cfg.startingBuildingBlocks = static_cast<int>(requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
|
||||
cfg.debrisDespawnSeconds = requireDouble(tbl["world"]["debris_despawn_seconds"], file, "world.debris_despawn_seconds");
|
||||
cfg.scrapPerThreat = requireDouble(tbl["world"]["scrap_per_threat"], file, "world.scrap_per_threat");
|
||||
cfg.tileSize_m = requireDouble(tbl["world"]["tile_size_m"], file, "world.tile_size_m");
|
||||
cfg.beltSpeed_tps = requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
|
||||
cfg.tunnelMaxDistance_tiles = static_cast<int>(requireInt(tbl["world"]["tunnel_max_distance_tiles"], file, "world.tunnel_max_distance_tiles"));
|
||||
cfg.departureIntervalSeconds = requireDouble(tbl["world"]["departure_interval_seconds"], file, "world.departure_interval_seconds");
|
||||
cfg.orbitFactor = requireDouble(tbl["world"]["orbit_factor"], file, "world.orbit_factor");
|
||||
cfg.rallyOrbitRadius_tiles = requireDouble(tbl["world"]["rally_orbit_radius_tiles"], file, "world.rally_orbit_radius_tiles");
|
||||
|
||||
if (const std::optional<std::string> tip =
|
||||
tbl["world"]["building_blocks_tooltip"].value<std::string>())
|
||||
{
|
||||
cfg.buildingBlocksTooltip = *tip;
|
||||
}
|
||||
|
||||
if (const std::optional<std::string> tip =
|
||||
tbl["world"]["artifact_tooltip"].value<std::string>())
|
||||
{
|
||||
cfg.artifactTooltip = *tip;
|
||||
}
|
||||
|
||||
cfg.regions.asteroidWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["asteroid_width_tiles"], file, "regions.asteroid_width_tiles"));
|
||||
cfg.regions.playerBufferWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["player_buffer_width_tiles"], file, "regions.player_buffer_width_tiles"));
|
||||
cfg.regions.contestZoneWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["contest_zone_width_tiles"], file, "regions.contest_zone_width_tiles"));
|
||||
cfg.regions.enemyBufferWidth_tiles = static_cast<int>(requireInt(tbl["regions"]["enemy_buffer_width_tiles"], file, "regions.enemy_buffer_width_tiles"));
|
||||
|
||||
cfg.expansion.columnsPerExpansion_tiles = static_cast<int>(requireInt(tbl["expansion"]["columns_per_expansion_tiles"], file, "expansion.columns_per_expansion_tiles"));
|
||||
cfg.expansion.costBuildingBlocksFormula = requireFormula(tbl["expansion"]["cost_building_blocks_formula"], file, "expansion.cost_building_blocks_formula");
|
||||
|
||||
cfg.push.pushExpandColumns_tiles = static_cast<int>(requireInt(tbl["push"]["push_expand_columns_tiles"], file, "push.push_expand_columns_tiles"));
|
||||
cfg.push.bossAdvanceSeconds = requireDouble(tbl["push"]["boss_advance_seconds"], file, "push.boss_advance_seconds");
|
||||
|
||||
cfg.waves.threatRateFormula = requireFormula(tbl["waves"]["threat_rate_formula"], file, "waves.threat_rate_formula");
|
||||
cfg.waves.gapMinSeconds = requireDouble(tbl["waves"]["gap_min_seconds"], file, "waves.gap_min_seconds");
|
||||
cfg.waves.gapMaxSeconds = requireDouble(tbl["waves"]["gap_max_seconds"], file, "waves.gap_max_seconds");
|
||||
cfg.waves.spawnDurationSeconds = requireDouble(tbl["waves"]["spawn_duration_seconds"], file, "waves.spawn_duration_seconds");
|
||||
cfg.waves.bossCountdownSeconds = requireDouble(tbl["waves"]["boss_countdown_seconds"], file, "waves.boss_countdown_seconds");
|
||||
cfg.waves.bossThreatDurationSeconds = requireDouble(tbl["waves"]["boss_threat_duration_seconds"], file, "waves.boss_threat_duration_seconds");
|
||||
cfg.waves.bossQuietBeforeSeconds = requireDouble(tbl["waves"]["boss_quiet_before_seconds"], file, "waves.boss_quiet_before_seconds");
|
||||
cfg.waves.bossQuietAfterSeconds = requireDouble(tbl["waves"]["boss_quiet_after_seconds"], file, "waves.boss_quiet_after_seconds");
|
||||
|
||||
if (cfg.waves.gapMinSeconds > cfg.waves.gapMaxSeconds)
|
||||
{
|
||||
throw makeError(file, "waves", "gap_min_seconds > gap_max_seconds");
|
||||
}
|
||||
|
||||
cfg.targeting.targetScoreFormula = requireFormula(tbl["targeting"]["target_score_formula"], file, "targeting.target_score_formula");
|
||||
cfg.targeting.overclaimPenaltyFormula = requireFormula(tbl["targeting"]["overclaim_penalty_formula"], file, "targeting.overclaim_penalty_formula");
|
||||
cfg.targeting.hysteresis = requireDouble(tbl["targeting"]["target_hysteresis"], file, "targeting.target_hysteresis");
|
||||
|
||||
cfg.artifacts.artifactChanceFormula = requireFormula(tbl["artifacts"]["artifact_chance_formula"], file, "artifacts.artifact_chance_formula");
|
||||
cfg.artifacts.artifactWinCount = static_cast<int>(requireInt(tbl["artifacts"]["artifact_win_count"], file, "artifacts.artifact_win_count"));
|
||||
|
||||
cfg.scroll.panSpeedSlow_tps = requireDouble(tbl["scroll"]["pan_speed_slow_tiles_per_second"], file, "scroll.pan_speed_slow_tiles_per_second");
|
||||
cfg.scroll.panSpeedFast_tps = requireDouble(tbl["scroll"]["pan_speed_fast_tiles_per_second"], file, "scroll.pan_speed_fast_tiles_per_second");
|
||||
cfg.scroll.panRampBandWidth_tiles = static_cast<int>(requireInt(tbl["scroll"]["pan_ramp_band_width_tiles"], file, "scroll.pan_ramp_band_width_tiles"));
|
||||
|
||||
return cfg;
|
||||
}
|
||||
|
||||
BuildingsConfig ConfigLoader::loadBuildings(const std::string& path)
|
||||
{
|
||||
const std::string file = "buildings.toml";
|
||||
toml::table tbl = parseFile(path, file);
|
||||
|
||||
BuildingsConfig cfg;
|
||||
const toml::array& arr = requireArray(tbl["building"], file, "building");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "building[" + std::to_string(i) + "]";
|
||||
const toml::table* bt = arr[i].as_table();
|
||||
if (bt == nullptr)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*bt);
|
||||
|
||||
BuildingDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.cost = static_cast<int>(requireInt(mt["cost"], file, elemPath + ".cost"));
|
||||
def.playerPlaceable = requireBool(mt["player_placeable"], file, elemPath + ".player_placeable");
|
||||
def.constructionTimeSeconds = requireDouble(mt["construction_time_seconds"], file, elemPath + ".construction_time_seconds");
|
||||
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
|
||||
|
||||
if (mt.contains("output_buffer_capacity"))
|
||||
{
|
||||
def.outputBufferCapacity = static_cast<int>(
|
||||
requireInt(mt["output_buffer_capacity"], file, elemPath + ".output_buffer_capacity"));
|
||||
}
|
||||
|
||||
if (mt.contains("tooltip"))
|
||||
{
|
||||
def.tooltip = requireString(mt["tooltip"], file, elemPath + ".tooltip");
|
||||
}
|
||||
|
||||
const std::optional<BuildingType> parsedType = parseBuildingType(def.id);
|
||||
if (!parsedType)
|
||||
{
|
||||
throw makeError(file, elemPath + ".id", "unknown building id '" + def.id + "'");
|
||||
}
|
||||
def.type = *parsedType;
|
||||
|
||||
cfg.buildings.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
|
||||
RecipesConfig ConfigLoader::loadRecipes(const std::string& path)
|
||||
{
|
||||
const std::string file = "recipes.toml";
|
||||
toml::table tbl = parseFile(path, file);
|
||||
|
||||
RecipesConfig cfg;
|
||||
const toml::array& arr = requireArray(tbl["recipe"], file, "recipe");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "recipe[" + std::to_string(i) + "]";
|
||||
const toml::table* rt = arr[i].as_table();
|
||||
if (rt == nullptr)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*rt);
|
||||
|
||||
RecipeDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.durationSeconds = requireDouble(mt["duration_seconds"], file, elemPath + ".duration_seconds");
|
||||
|
||||
const std::string buildingId = requireString(mt["building"], file, elemPath + ".building");
|
||||
const std::optional<BuildingType> parsedType = parseBuildingType(buildingId);
|
||||
if (!parsedType)
|
||||
{
|
||||
throw makeError(file, elemPath + ".building",
|
||||
"unknown building id '" + buildingId + "'");
|
||||
}
|
||||
def.building = *parsedType;
|
||||
|
||||
if (def.building == BuildingType::Assembler && mt.contains("unlocked_at_start"))
|
||||
{
|
||||
def.unlockedAtStart = requireBool(mt["unlocked_at_start"], file,
|
||||
elemPath + ".unlocked_at_start");
|
||||
}
|
||||
|
||||
// inputs may be omitted (e.g. miner recipes). An empty array is fine.
|
||||
if (mt.contains("inputs"))
|
||||
{
|
||||
const toml::array& inputs = requireArray(mt["inputs"], file, elemPath + ".inputs");
|
||||
def.inputs = parseIngredients(inputs, file, elemPath + ".inputs");
|
||||
}
|
||||
|
||||
const toml::array& outputs = requireArray(mt["outputs"], file, elemPath + ".outputs");
|
||||
def.outputs = parseRecipeOutputs(outputs, file, elemPath + ".outputs");
|
||||
|
||||
// Optional icon item id (REQ-UI-RECIPE-ICON); defaults to the first output
|
||||
// in the UI when unset. Not validated against known items here — a missing
|
||||
// icon is not an error (REQ-UI-ITEM-ICON).
|
||||
if (mt.contains("icon"))
|
||||
{
|
||||
def.icon = requireString(mt["icon"], file, elemPath + ".icon");
|
||||
}
|
||||
|
||||
cfg.recipes.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
|
||||
ShipsConfig ConfigLoader::loadShips(const std::string& path)
|
||||
{
|
||||
const std::string file = "ships.toml";
|
||||
toml::table tbl = parseFile(path, file);
|
||||
|
||||
ShipsConfig cfg;
|
||||
const toml::array& arr = requireArray(tbl["ship"], file, "ship");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "ship[" + std::to_string(i) + "]";
|
||||
const toml::table* st = arr[i].as_table();
|
||||
if (st == nullptr)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*st);
|
||||
|
||||
ShipDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.layout = requireStringArray(mt["layout"], file, elemPath + ".layout");
|
||||
|
||||
// Schematic
|
||||
{
|
||||
const std::string bpPath = elemPath + ".schematic";
|
||||
const toml::table& bpTable = requireTable(mt["schematic"], file, bpPath);
|
||||
toml::table& bpMt = const_cast<toml::table&>(bpTable);
|
||||
|
||||
const toml::array& materials = requireArray(bpMt["materials"], file, bpPath + ".materials");
|
||||
def.schematic.materials = parseIngredients(materials, file, bpPath + ".materials");
|
||||
def.schematic.productionTimeSeconds = requireDouble(
|
||||
bpMt["production_time_seconds"], file, bpPath + ".production_time_seconds");
|
||||
}
|
||||
|
||||
// Health
|
||||
{
|
||||
const std::string hPath = elemPath + ".health";
|
||||
const toml::table& hTable = requireTable(mt["health"], file, hPath);
|
||||
toml::table& hMt = const_cast<toml::table&>(hTable);
|
||||
def.health.hp = static_cast<float>(requireDouble(hMt["hp"], file, hPath + ".hp"));
|
||||
}
|
||||
|
||||
// Movement
|
||||
{
|
||||
const std::string mPath = elemPath + ".movement";
|
||||
const toml::table& mTable = requireTable(mt["movement"], file, mPath);
|
||||
toml::table& mMt = const_cast<toml::table&>(mTable);
|
||||
def.movement.speed_mps = static_cast<float>(requireDouble(mMt["speed_mps"], file, mPath + ".speed_mps"));
|
||||
def.movement.mainAcceleration_mpss = static_cast<float>(requireDouble(mMt["main_acceleration_mpss"], file, mPath + ".main_acceleration_mpss"));
|
||||
def.movement.maneuveringAcceleration_mpss = static_cast<float>(requireDouble(mMt["maneuvering_acceleration_mpss"], file, mPath + ".maneuvering_acceleration_mpss"));
|
||||
def.movement.angularAcceleration_radpss = static_cast<float>(requireDouble(mMt["angular_acceleration_radpss"], file, mPath + ".angular_acceleration_radpss"));
|
||||
def.movement.maxRotationSpeed_radps = static_cast<float>(requireDouble(mMt["max_rotation_speed_radps"], file, mPath + ".max_rotation_speed_radps"));
|
||||
}
|
||||
|
||||
// Sensor
|
||||
{
|
||||
const std::string snsPath = elemPath + ".sensor";
|
||||
const toml::table& snsTable = requireTable(mt["sensor"], file, snsPath);
|
||||
toml::table& snsMt = const_cast<toml::table&>(snsTable);
|
||||
def.sensor.sensorRange_m = static_cast<float>(requireDouble(snsMt["sensor_range_m"], file, snsPath + ".sensor_range_m"));
|
||||
}
|
||||
|
||||
// Optional: default_modules (REQ-WAV-DEFAULT-MODULES)
|
||||
if (mt.contains("default_modules"))
|
||||
{
|
||||
const toml::array& modArr = requireArray(mt["default_modules"], file,
|
||||
elemPath + ".default_modules");
|
||||
def.defaultModules = parsePlacedModules(modArr, file,
|
||||
elemPath + ".default_modules");
|
||||
}
|
||||
|
||||
cfg.ships.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
|
||||
StationsConfig ConfigLoader::loadStations(const std::string& path)
|
||||
{
|
||||
const std::string file = "stations.toml";
|
||||
toml::table tbl = parseFile(path, file);
|
||||
|
||||
StationsConfig cfg;
|
||||
|
||||
// HQ
|
||||
{
|
||||
const std::string p = "hq";
|
||||
cfg.hq.surfaceMask = requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
|
||||
cfg.hq.hpFormula = requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
|
||||
}
|
||||
|
||||
// Player station
|
||||
{
|
||||
const std::string p = "player_station";
|
||||
cfg.playerStation.surfaceMask = requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
|
||||
cfg.playerStation.level = static_cast<int>(requireInt(tbl[p]["level"], file, p + ".level"));
|
||||
cfg.playerStation.hpFormula = requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
|
||||
cfg.playerStation.damageFormula = requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
|
||||
cfg.playerStation.rangeFormula = requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
|
||||
cfg.playerStation.fireRateFormula = requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
|
||||
cfg.playerStation.scrapDropFormula = requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
|
||||
}
|
||||
|
||||
// Enemy station
|
||||
{
|
||||
const std::string p = "enemy_station";
|
||||
cfg.enemyStation.surfaceMask = requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
|
||||
cfg.enemyStation.hpFormula = requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
|
||||
cfg.enemyStation.damageFormula = requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
|
||||
cfg.enemyStation.rangeFormula = requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
|
||||
cfg.enemyStation.fireRateFormula = requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
|
||||
cfg.enemyStation.scrapDropFormula = requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
|
||||
// Known category→stat mappings for module stat modifier discovery.
|
||||
// addedKeySuffix: unit suffix appended before "_formula" for additive modifier keys only.
|
||||
// Multiplicative modifier keys are always dimensionless and carry no suffix.
|
||||
struct StatEntry
|
||||
{
|
||||
const char* category;
|
||||
const char* stat;
|
||||
const char* addedKeySuffix;
|
||||
};
|
||||
|
||||
static const StatEntry kKnownStats[] = {
|
||||
{"health", "hp", ""},
|
||||
{"movement", "speed", "_mps"},
|
||||
{"movement", "main_acceleration", "_mpss"},
|
||||
{"movement", "maneuvering_acceleration", "_mpss"},
|
||||
{"sensor", "sensor_range", "_m"},
|
||||
{"weapon", "damage", ""},
|
||||
{"weapon", "attack_range", "_m"},
|
||||
{"weapon", "attack_rate", "_hz"},
|
||||
{"salvage", "collection_range", "_m"},
|
||||
{"salvage", "collection_rate", "_hz"},
|
||||
{"cargo", "cargo_capacity", ""},
|
||||
{"repair", "repair_rate", "_hz"},
|
||||
{"repair", "repair_range", "_m"},
|
||||
};
|
||||
|
||||
ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
{
|
||||
const std::string file = "modules.toml";
|
||||
toml::table tbl = parseFile(path, file);
|
||||
|
||||
ModulesConfig cfg;
|
||||
|
||||
if (!tbl.contains("module"))
|
||||
{
|
||||
return cfg;
|
||||
}
|
||||
|
||||
const toml::array& arr = requireArray(tbl["module"], file, "module");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "module[" + std::to_string(i) + "]";
|
||||
const toml::table* st = arr[i].as_table();
|
||||
if (st == nullptr)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*st);
|
||||
|
||||
ModuleDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.surfaceMask = requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
|
||||
def.productionTimeSeconds = requireDouble(
|
||||
mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
|
||||
def.fillColor = requireString(mt["fill_color"], file, elemPath + ".fill_color");
|
||||
def.glyph = requireString(mt["glyph"], file, elemPath + ".glyph");
|
||||
|
||||
if (mt.contains("tooltip"))
|
||||
{
|
||||
def.tooltip = requireString(mt["tooltip"], file, elemPath + ".tooltip");
|
||||
}
|
||||
|
||||
// Materials
|
||||
{
|
||||
const toml::array& materials = requireArray(mt["materials"], file, elemPath + ".materials");
|
||||
def.materials = parseIngredients(materials, file, elemPath + ".materials");
|
||||
}
|
||||
|
||||
// Stat modifiers from [module.<category>] sub-tables
|
||||
for (const StatEntry& se : kKnownStats)
|
||||
{
|
||||
if (!mt.contains(se.category))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const toml::table& catTable = requireTable(mt[se.category], file,
|
||||
elemPath + "." + se.category);
|
||||
toml::table& catMt = const_cast<toml::table&>(catTable);
|
||||
|
||||
const std::string addedKey = std::string("added_") + se.stat + se.addedKeySuffix;
|
||||
const std::string multipliedKey = std::string("multiplied_") + se.stat + se.addedKeySuffix;
|
||||
|
||||
if (catMt.contains(addedKey))
|
||||
{
|
||||
ModuleStatModifier mod;
|
||||
mod.stat = se.stat;
|
||||
mod.modifierType = "additive";
|
||||
mod.value = requireDouble(catMt[addedKey], file,
|
||||
elemPath + "." + se.category + "." + addedKey);
|
||||
def.statModifiers.push_back(std::move(mod));
|
||||
}
|
||||
|
||||
if (catMt.contains(multipliedKey))
|
||||
{
|
||||
ModuleStatModifier mod;
|
||||
mod.stat = se.stat;
|
||||
mod.modifierType = "multiplicative";
|
||||
mod.value = requireDouble(catMt[multipliedKey], file,
|
||||
elemPath + "." + se.category + "." + multipliedKey);
|
||||
def.statModifiers.push_back(std::move(mod));
|
||||
}
|
||||
}
|
||||
|
||||
// Weapon capability section: [module.weapon] with base stat formulas
|
||||
if (mt.contains("weapon"))
|
||||
{
|
||||
const std::string wPath = elemPath + ".weapon";
|
||||
const toml::table& wTable = requireTable(mt["weapon"], file, wPath);
|
||||
toml::table& wMt = const_cast<toml::table&>(wTable);
|
||||
if (wMt.contains("damage") || wMt.contains("attack_range_m")
|
||||
|| wMt.contains("attack_rate_hz"))
|
||||
{
|
||||
ModuleWeaponCapability cap;
|
||||
cap.damage = static_cast<float>(requireDouble(wMt["damage"],
|
||||
file, wPath + ".damage"));
|
||||
cap.attackRange_m = static_cast<float>(requireDouble(wMt["attack_range_m"],
|
||||
file, wPath + ".attack_range_m"));
|
||||
cap.attackRate_hz = static_cast<float>(requireDouble(wMt["attack_rate_hz"],
|
||||
file, wPath + ".attack_rate_hz"));
|
||||
def.weaponCapability = std::move(cap);
|
||||
}
|
||||
}
|
||||
|
||||
// Salvage capability section: [module.salvage] with base stat formulas
|
||||
if (mt.contains("salvage"))
|
||||
{
|
||||
const std::string sPath = elemPath + ".salvage";
|
||||
const toml::table& sTable = requireTable(mt["salvage"], file, sPath);
|
||||
toml::table& sMt = const_cast<toml::table&>(sTable);
|
||||
if (sMt.contains("collection_range_m") || sMt.contains("cargo_capacity")
|
||||
|| sMt.contains("collection_rate_hz"))
|
||||
{
|
||||
ModuleSalvageCapability cap;
|
||||
cap.collectionRange_m = static_cast<float>(requireDouble(sMt["collection_range_m"],
|
||||
file, sPath + ".collection_range_m"));
|
||||
cap.cargoCapacity = static_cast<float>(requireDouble(sMt["cargo_capacity"],
|
||||
file, sPath + ".cargo_capacity"));
|
||||
cap.collectionRate_hz = static_cast<float>(requireDouble(sMt["collection_rate_hz"],
|
||||
file, sPath + ".collection_rate_hz"));
|
||||
def.salvageCapability = std::move(cap);
|
||||
}
|
||||
}
|
||||
|
||||
// Repair capability section: [module.repair] with base stat formulas
|
||||
if (mt.contains("repair"))
|
||||
{
|
||||
const std::string rPath = elemPath + ".repair";
|
||||
const toml::table& rTable = requireTable(mt["repair"], file, rPath);
|
||||
toml::table& rMt = const_cast<toml::table&>(rTable);
|
||||
if (rMt.contains("repair_rate_hz") || rMt.contains("repair_range_m"))
|
||||
{
|
||||
ModuleRepairCapability cap;
|
||||
cap.repairRate_hz = static_cast<float>(requireDouble(rMt["repair_rate_hz"],
|
||||
file, rPath + ".repair_rate_hz"));
|
||||
cap.repairAmountHp = static_cast<float>(requireDouble(rMt["repair_amount_hp"],
|
||||
file, rPath + ".repair_amount_hp"));
|
||||
cap.repairRange_m = static_cast<float>(requireDouble(rMt["repair_range_m"],
|
||||
file, rPath + ".repair_range_m"));
|
||||
def.repairCapability = std::move(cap);
|
||||
}
|
||||
}
|
||||
|
||||
cfg.modules.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
|
||||
UnlocksConfig ConfigLoader::loadUnlocks(const std::string& path)
|
||||
{
|
||||
const std::string file = "unlocks.toml";
|
||||
toml::table tbl = parseFile(path, file);
|
||||
|
||||
UnlocksConfig cfg;
|
||||
if (!tbl.contains("unlock"))
|
||||
{
|
||||
return cfg;
|
||||
}
|
||||
|
||||
const toml::array& arr = requireArray(tbl["unlock"], file, "unlock");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "unlock[" + std::to_string(i) + "]";
|
||||
const toml::table* ut = arr[i].as_table();
|
||||
if (ut == nullptr)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*ut);
|
||||
|
||||
UnlockGroupDef def;
|
||||
def.id = requireString(mt["id"], file, elemPath + ".id");
|
||||
def.stationLevel = static_cast<int>(
|
||||
requireInt(mt["station_level"], file, elemPath + ".station_level"));
|
||||
if (mt.contains("requires"))
|
||||
{
|
||||
def.requiredGroupIds = requireStringArray(mt["requires"], file, elemPath + ".requires");
|
||||
}
|
||||
if (mt.contains("ships"))
|
||||
{
|
||||
def.ships = requireStringArray(mt["ships"], file, elemPath + ".ships");
|
||||
}
|
||||
if (mt.contains("modules"))
|
||||
{
|
||||
def.modules = requireStringArray(mt["modules"], file, elemPath + ".modules");
|
||||
}
|
||||
if (mt.contains("buildings"))
|
||||
{
|
||||
def.buildings = requireStringArray(mt["buildings"], file, elemPath + ".buildings");
|
||||
}
|
||||
if (mt.contains("recipes"))
|
||||
{
|
||||
def.recipes = requireStringArray(mt["recipes"], file, elemPath + ".recipes");
|
||||
}
|
||||
|
||||
cfg.groups.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
#include "TomlHelpers.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
@@ -815,11 +46,11 @@ void validateUnlocks(const GameConfig& cfg)
|
||||
{
|
||||
if (valid.count(id) == 0)
|
||||
{
|
||||
throw makeError(file, gPath, "grants unknown " + kind + " '" + id + "'");
|
||||
throw utility::makeError(file, gPath, "grants unknown " + kind + " '" + id + "'");
|
||||
}
|
||||
if (!granted.insert(id).second)
|
||||
{
|
||||
throw makeError(file, gPath,
|
||||
throw utility::makeError(file, gPath,
|
||||
"grants " + kind + " '" + id + "' which is already granted by another unlock group");
|
||||
}
|
||||
}
|
||||
@@ -830,13 +61,13 @@ void validateUnlocks(const GameConfig& cfg)
|
||||
const std::string gPath = "unlock '" + group.id + "'";
|
||||
if (!groupIds.insert(group.id).second)
|
||||
{
|
||||
throw makeError(file, gPath, "duplicate unlock group id");
|
||||
throw utility::makeError(file, gPath, "duplicate unlock group id");
|
||||
}
|
||||
|
||||
if (group.ships.empty() && group.modules.empty()
|
||||
&& group.buildings.empty() && group.recipes.empty())
|
||||
{
|
||||
throw makeError(file, gPath, "grants no items (must grant at least one)");
|
||||
throw utility::makeError(file, gPath, "grants no items (must grant at least one)");
|
||||
}
|
||||
|
||||
checkGrants(group.ships, shipIds, grantedShipIds, "ship", gPath);
|
||||
@@ -852,7 +83,7 @@ void validateUnlocks(const GameConfig& cfg)
|
||||
{
|
||||
if (groupIds.count(req) == 0)
|
||||
{
|
||||
throw makeError(file, "unlock '" + group.id + "'.requires",
|
||||
throw utility::makeError(file, "unlock '" + group.id + "'.requires",
|
||||
"references unknown unlock group '" + req + "'");
|
||||
}
|
||||
}
|
||||
|
||||
58
src/lib/config/ConfigLoaderBuildings.cpp
Normal file
58
src/lib/config/ConfigLoaderBuildings.cpp
Normal file
@@ -0,0 +1,58 @@
|
||||
#include "ConfigLoader.h"
|
||||
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <utility>
|
||||
|
||||
#include "toml.hpp"
|
||||
|
||||
#include "TomlHelpers.h"
|
||||
|
||||
BuildingsConfig ConfigLoader::loadBuildings(const std::string& path)
|
||||
{
|
||||
const std::string file = "buildings.toml";
|
||||
toml::table tbl = utility::parseFile(path, file);
|
||||
|
||||
BuildingsConfig cfg;
|
||||
const toml::array& arr = utility::requireArray(tbl["building"], file, "building");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "building[" + std::to_string(i) + "]";
|
||||
const toml::table* bt = arr[i].as_table();
|
||||
if (bt == nullptr)
|
||||
{
|
||||
throw utility::makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*bt);
|
||||
|
||||
BuildingDef def;
|
||||
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
|
||||
def.cost = static_cast<int>(utility::requireInt(mt["cost"], file, elemPath + ".cost"));
|
||||
def.playerPlaceable = utility::requireBool(mt["player_placeable"], file, elemPath + ".player_placeable");
|
||||
def.constructionTimeSeconds = utility::requireDouble(mt["construction_time_seconds"], file, elemPath + ".construction_time_seconds");
|
||||
def.surfaceMask = utility::requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
|
||||
|
||||
if (mt.contains("output_buffer_capacity"))
|
||||
{
|
||||
def.outputBufferCapacity = static_cast<int>(
|
||||
utility::requireInt(mt["output_buffer_capacity"], file, elemPath + ".output_buffer_capacity"));
|
||||
}
|
||||
|
||||
if (mt.contains("tooltip"))
|
||||
{
|
||||
def.tooltip = utility::requireString(mt["tooltip"], file, elemPath + ".tooltip");
|
||||
}
|
||||
|
||||
const std::optional<BuildingType> parsedType = parseBuildingType(def.id);
|
||||
if (!parsedType)
|
||||
{
|
||||
throw utility::makeError(file, elemPath + ".id", "unknown building id '" + def.id + "'");
|
||||
}
|
||||
def.type = *parsedType;
|
||||
|
||||
cfg.buildings.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
182
src/lib/config/ConfigLoaderModules.cpp
Normal file
182
src/lib/config/ConfigLoaderModules.cpp
Normal file
@@ -0,0 +1,182 @@
|
||||
#include "ConfigLoader.h"
|
||||
|
||||
#include <string>
|
||||
#include <utility>
|
||||
|
||||
#include "toml.hpp"
|
||||
|
||||
#include "TomlHelpers.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
// Known category→stat mappings for module stat modifier discovery.
|
||||
// addedKeySuffix: unit suffix appended before "_formula" for additive modifier keys only.
|
||||
// Multiplicative modifier keys are always dimensionless and carry no suffix.
|
||||
struct StatEntry
|
||||
{
|
||||
const char* category;
|
||||
const char* stat;
|
||||
const char* addedKeySuffix;
|
||||
};
|
||||
|
||||
static const StatEntry kKnownStats[] = {
|
||||
{"health", "hp", ""},
|
||||
{"movement", "speed", "_mps"},
|
||||
{"movement", "main_acceleration", "_mpss"},
|
||||
{"movement", "maneuvering_acceleration", "_mpss"},
|
||||
{"sensor", "sensor_range", "_m"},
|
||||
{"weapon", "damage", ""},
|
||||
{"weapon", "attack_range", "_m"},
|
||||
{"weapon", "attack_rate", "_hz"},
|
||||
{"salvage", "collection_range", "_m"},
|
||||
{"salvage", "collection_rate", "_hz"},
|
||||
{"cargo", "cargo_capacity", ""},
|
||||
{"repair", "repair_rate", "_hz"},
|
||||
{"repair", "repair_range", "_m"},
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
||||
ModulesConfig ConfigLoader::loadModules(const std::string& path)
|
||||
{
|
||||
const std::string file = "modules.toml";
|
||||
toml::table tbl = utility::parseFile(path, file);
|
||||
|
||||
ModulesConfig cfg;
|
||||
|
||||
if (!tbl.contains("module"))
|
||||
{
|
||||
return cfg;
|
||||
}
|
||||
|
||||
const toml::array& arr = utility::requireArray(tbl["module"], file, "module");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "module[" + std::to_string(i) + "]";
|
||||
const toml::table* st = arr[i].as_table();
|
||||
if (st == nullptr)
|
||||
{
|
||||
throw utility::makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*st);
|
||||
|
||||
ModuleDef def;
|
||||
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
|
||||
def.surfaceMask = utility::requireStringArray(mt["surface_mask"], file, elemPath + ".surface_mask");
|
||||
def.productionTimeSeconds = utility::requireDouble(
|
||||
mt["production_time_seconds"], file, elemPath + ".production_time_seconds");
|
||||
def.fillColor = utility::requireString(mt["fill_color"], file, elemPath + ".fill_color");
|
||||
def.glyph = utility::requireString(mt["glyph"], file, elemPath + ".glyph");
|
||||
|
||||
if (mt.contains("tooltip"))
|
||||
{
|
||||
def.tooltip = utility::requireString(mt["tooltip"], file, elemPath + ".tooltip");
|
||||
}
|
||||
|
||||
// Materials
|
||||
{
|
||||
const toml::array& materials = utility::requireArray(mt["materials"], file, elemPath + ".materials");
|
||||
def.materials = utility::parseIngredients(materials, file, elemPath + ".materials");
|
||||
}
|
||||
|
||||
// Stat modifiers from [module.<category>] sub-tables
|
||||
for (const StatEntry& se : kKnownStats)
|
||||
{
|
||||
if (!mt.contains(se.category))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const toml::table& catTable = utility::requireTable(mt[se.category], file,
|
||||
elemPath + "." + se.category);
|
||||
toml::table& catMt = const_cast<toml::table&>(catTable);
|
||||
|
||||
const std::string addedKey = std::string("added_") + se.stat + se.addedKeySuffix;
|
||||
const std::string multipliedKey = std::string("multiplied_") + se.stat + se.addedKeySuffix;
|
||||
|
||||
if (catMt.contains(addedKey))
|
||||
{
|
||||
ModuleStatModifier mod;
|
||||
mod.stat = se.stat;
|
||||
mod.modifierType = "additive";
|
||||
mod.value = utility::requireDouble(catMt[addedKey], file,
|
||||
elemPath + "." + se.category + "." + addedKey);
|
||||
def.statModifiers.push_back(std::move(mod));
|
||||
}
|
||||
|
||||
if (catMt.contains(multipliedKey))
|
||||
{
|
||||
ModuleStatModifier mod;
|
||||
mod.stat = se.stat;
|
||||
mod.modifierType = "multiplicative";
|
||||
mod.value = utility::requireDouble(catMt[multipliedKey], file,
|
||||
elemPath + "." + se.category + "." + multipliedKey);
|
||||
def.statModifiers.push_back(std::move(mod));
|
||||
}
|
||||
}
|
||||
|
||||
// Weapon capability section: [module.weapon] with base stat formulas
|
||||
if (mt.contains("weapon"))
|
||||
{
|
||||
const std::string wPath = elemPath + ".weapon";
|
||||
const toml::table& wTable = utility::requireTable(mt["weapon"], file, wPath);
|
||||
toml::table& wMt = const_cast<toml::table&>(wTable);
|
||||
if (wMt.contains("damage") || wMt.contains("attack_range_m")
|
||||
|| wMt.contains("attack_rate_hz"))
|
||||
{
|
||||
ModuleWeaponCapability cap;
|
||||
cap.damage = static_cast<float>(utility::requireDouble(wMt["damage"],
|
||||
file, wPath + ".damage"));
|
||||
cap.attackRange_m = static_cast<float>(utility::requireDouble(wMt["attack_range_m"],
|
||||
file, wPath + ".attack_range_m"));
|
||||
cap.attackRate_hz = static_cast<float>(utility::requireDouble(wMt["attack_rate_hz"],
|
||||
file, wPath + ".attack_rate_hz"));
|
||||
def.weaponCapability = std::move(cap);
|
||||
}
|
||||
}
|
||||
|
||||
// Salvage capability section: [module.salvage] with base stat formulas
|
||||
if (mt.contains("salvage"))
|
||||
{
|
||||
const std::string sPath = elemPath + ".salvage";
|
||||
const toml::table& sTable = utility::requireTable(mt["salvage"], file, sPath);
|
||||
toml::table& sMt = const_cast<toml::table&>(sTable);
|
||||
if (sMt.contains("collection_range_m") || sMt.contains("cargo_capacity")
|
||||
|| sMt.contains("collection_rate_hz"))
|
||||
{
|
||||
ModuleSalvageCapability cap;
|
||||
cap.collectionRange_m = static_cast<float>(utility::requireDouble(sMt["collection_range_m"],
|
||||
file, sPath + ".collection_range_m"));
|
||||
cap.cargoCapacity = static_cast<float>(utility::requireDouble(sMt["cargo_capacity"],
|
||||
file, sPath + ".cargo_capacity"));
|
||||
cap.collectionRate_hz = static_cast<float>(utility::requireDouble(sMt["collection_rate_hz"],
|
||||
file, sPath + ".collection_rate_hz"));
|
||||
def.salvageCapability = std::move(cap);
|
||||
}
|
||||
}
|
||||
|
||||
// Repair capability section: [module.repair] with base stat formulas
|
||||
if (mt.contains("repair"))
|
||||
{
|
||||
const std::string rPath = elemPath + ".repair";
|
||||
const toml::table& rTable = utility::requireTable(mt["repair"], file, rPath);
|
||||
toml::table& rMt = const_cast<toml::table&>(rTable);
|
||||
if (rMt.contains("repair_rate_hz") || rMt.contains("repair_range_m"))
|
||||
{
|
||||
ModuleRepairCapability cap;
|
||||
cap.repairRate_hz = static_cast<float>(utility::requireDouble(rMt["repair_rate_hz"],
|
||||
file, rPath + ".repair_rate_hz"));
|
||||
cap.repairAmountHp = static_cast<float>(utility::requireDouble(rMt["repair_amount_hp"],
|
||||
file, rPath + ".repair_amount_hp"));
|
||||
cap.repairRange_m = static_cast<float>(utility::requireDouble(rMt["repair_range_m"],
|
||||
file, rPath + ".repair_range_m"));
|
||||
def.repairCapability = std::move(cap);
|
||||
}
|
||||
}
|
||||
|
||||
cfg.modules.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
109
src/lib/config/ConfigLoaderRecipes.cpp
Normal file
109
src/lib/config/ConfigLoaderRecipes.cpp
Normal file
@@ -0,0 +1,109 @@
|
||||
#include "ConfigLoader.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include "toml.hpp"
|
||||
|
||||
#include "TomlHelpers.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
std::vector<RecipeOutput> parseRecipeOutputs(const toml::array& arr,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
std::vector<RecipeOutput> result;
|
||||
result.reserve(arr.size());
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = path + "[" + std::to_string(i) + "]";
|
||||
const toml::table* t = arr[i].as_table();
|
||||
if (t == nullptr)
|
||||
{
|
||||
throw utility::makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*t);
|
||||
|
||||
RecipeOutput out;
|
||||
out.item = utility::requireString(mt["item"], file, elemPath + ".item");
|
||||
out.amount = static_cast<int>(utility::requireInt(mt["amount"], file, elemPath + ".amount"));
|
||||
if (const std::optional<double> p = mt["probability"].value<double>())
|
||||
{
|
||||
out.probability = *p;
|
||||
}
|
||||
else if (const std::optional<int64_t> p = mt["probability"].value<int64_t>())
|
||||
{
|
||||
out.probability = static_cast<double>(*p);
|
||||
}
|
||||
result.push_back(std::move(out));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
RecipesConfig ConfigLoader::loadRecipes(const std::string& path)
|
||||
{
|
||||
const std::string file = "recipes.toml";
|
||||
toml::table tbl = utility::parseFile(path, file);
|
||||
|
||||
RecipesConfig cfg;
|
||||
const toml::array& arr = utility::requireArray(tbl["recipe"], file, "recipe");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "recipe[" + std::to_string(i) + "]";
|
||||
const toml::table* rt = arr[i].as_table();
|
||||
if (rt == nullptr)
|
||||
{
|
||||
throw utility::makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*rt);
|
||||
|
||||
RecipeDef def;
|
||||
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
|
||||
def.durationSeconds = utility::requireDouble(mt["duration_seconds"], file, elemPath + ".duration_seconds");
|
||||
|
||||
const std::string buildingId = utility::requireString(mt["building"], file, elemPath + ".building");
|
||||
const std::optional<BuildingType> parsedType = parseBuildingType(buildingId);
|
||||
if (!parsedType)
|
||||
{
|
||||
throw utility::makeError(file, elemPath + ".building",
|
||||
"unknown building id '" + buildingId + "'");
|
||||
}
|
||||
def.building = *parsedType;
|
||||
|
||||
if (def.building == BuildingType::Assembler && mt.contains("unlocked_at_start"))
|
||||
{
|
||||
def.unlockedAtStart = utility::requireBool(mt["unlocked_at_start"], file,
|
||||
elemPath + ".unlocked_at_start");
|
||||
}
|
||||
|
||||
// inputs may be omitted (e.g. miner recipes). An empty array is fine.
|
||||
if (mt.contains("inputs"))
|
||||
{
|
||||
const toml::array& inputs = utility::requireArray(mt["inputs"], file, elemPath + ".inputs");
|
||||
def.inputs = utility::parseIngredients(inputs, file, elemPath + ".inputs");
|
||||
}
|
||||
|
||||
const toml::array& outputs = utility::requireArray(mt["outputs"], file, elemPath + ".outputs");
|
||||
def.outputs = parseRecipeOutputs(outputs, file, elemPath + ".outputs");
|
||||
|
||||
// Optional icon item id (REQ-UI-RECIPE-ICON); defaults to the first output
|
||||
// in the UI when unset. Not validated against known items here — a missing
|
||||
// icon is not an error (REQ-UI-ITEM-ICON).
|
||||
if (mt.contains("icon"))
|
||||
{
|
||||
def.icon = utility::requireString(mt["icon"], file, elemPath + ".icon");
|
||||
}
|
||||
|
||||
cfg.recipes.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
133
src/lib/config/ConfigLoaderShips.cpp
Normal file
133
src/lib/config/ConfigLoaderShips.cpp
Normal file
@@ -0,0 +1,133 @@
|
||||
#include "ConfigLoader.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
|
||||
#include "toml.hpp"
|
||||
|
||||
#include "Rotation.h"
|
||||
#include "ShipLayout.h"
|
||||
#include "TomlHelpers.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
Rotation parseRotationString(const std::string& s)
|
||||
{
|
||||
if (s == "east") { return Rotation::East; }
|
||||
if (s == "south") { return Rotation::South; }
|
||||
if (s == "west") { return Rotation::West; }
|
||||
return Rotation::North;
|
||||
}
|
||||
|
||||
std::vector<PlacedModule> parsePlacedModules(const toml::array& arr,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
std::vector<PlacedModule> result;
|
||||
result.reserve(arr.size());
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = path + "[" + std::to_string(i) + "]";
|
||||
const toml::table* t = arr[i].as_table();
|
||||
if (t == nullptr) { continue; }
|
||||
toml::table& mt = const_cast<toml::table&>(*t);
|
||||
|
||||
const std::optional<std::string> type = mt["type"].value<std::string>();
|
||||
const std::optional<int64_t> x = mt["x"].value<int64_t>();
|
||||
const std::optional<int64_t> y = mt["y"].value<int64_t>();
|
||||
const std::optional<std::string> rot = mt["rotation"].value<std::string>();
|
||||
if (!type || !x || !y || !rot) { continue; }
|
||||
|
||||
PlacedModule pm;
|
||||
pm.moduleId = *type;
|
||||
pm.position = QPoint(static_cast<int>(*x), static_cast<int>(*y));
|
||||
pm.rotation = parseRotationString(*rot);
|
||||
result.push_back(std::move(pm));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
ShipsConfig ConfigLoader::loadShips(const std::string& path)
|
||||
{
|
||||
const std::string file = "ships.toml";
|
||||
toml::table tbl = utility::parseFile(path, file);
|
||||
|
||||
ShipsConfig cfg;
|
||||
const toml::array& arr = utility::requireArray(tbl["ship"], file, "ship");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "ship[" + std::to_string(i) + "]";
|
||||
const toml::table* st = arr[i].as_table();
|
||||
if (st == nullptr)
|
||||
{
|
||||
throw utility::makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*st);
|
||||
|
||||
ShipDef def;
|
||||
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
|
||||
def.layout = utility::requireStringArray(mt["layout"], file, elemPath + ".layout");
|
||||
|
||||
// Schematic
|
||||
{
|
||||
const std::string bpPath = elemPath + ".schematic";
|
||||
const toml::table& bpTable = utility::requireTable(mt["schematic"], file, bpPath);
|
||||
toml::table& bpMt = const_cast<toml::table&>(bpTable);
|
||||
|
||||
const toml::array& materials = utility::requireArray(bpMt["materials"], file, bpPath + ".materials");
|
||||
def.schematic.materials = utility::parseIngredients(materials, file, bpPath + ".materials");
|
||||
def.schematic.productionTimeSeconds = utility::requireDouble(
|
||||
bpMt["production_time_seconds"], file, bpPath + ".production_time_seconds");
|
||||
}
|
||||
|
||||
// Health
|
||||
{
|
||||
const std::string hPath = elemPath + ".health";
|
||||
const toml::table& hTable = utility::requireTable(mt["health"], file, hPath);
|
||||
toml::table& hMt = const_cast<toml::table&>(hTable);
|
||||
def.health.hp = static_cast<float>(utility::requireDouble(hMt["hp"], file, hPath + ".hp"));
|
||||
}
|
||||
|
||||
// Movement
|
||||
{
|
||||
const std::string mPath = elemPath + ".movement";
|
||||
const toml::table& mTable = utility::requireTable(mt["movement"], file, mPath);
|
||||
toml::table& mMt = const_cast<toml::table&>(mTable);
|
||||
def.movement.speed_mps = static_cast<float>(utility::requireDouble(mMt["speed_mps"], file, mPath + ".speed_mps"));
|
||||
def.movement.mainAcceleration_mpss = static_cast<float>(utility::requireDouble(mMt["main_acceleration_mpss"], file, mPath + ".main_acceleration_mpss"));
|
||||
def.movement.maneuveringAcceleration_mpss = static_cast<float>(utility::requireDouble(mMt["maneuvering_acceleration_mpss"], file, mPath + ".maneuvering_acceleration_mpss"));
|
||||
def.movement.angularAcceleration_radpss = static_cast<float>(utility::requireDouble(mMt["angular_acceleration_radpss"], file, mPath + ".angular_acceleration_radpss"));
|
||||
def.movement.maxRotationSpeed_radps = static_cast<float>(utility::requireDouble(mMt["max_rotation_speed_radps"], file, mPath + ".max_rotation_speed_radps"));
|
||||
}
|
||||
|
||||
// Sensor
|
||||
{
|
||||
const std::string snsPath = elemPath + ".sensor";
|
||||
const toml::table& snsTable = utility::requireTable(mt["sensor"], file, snsPath);
|
||||
toml::table& snsMt = const_cast<toml::table&>(snsTable);
|
||||
def.sensor.sensorRange_m = static_cast<float>(utility::requireDouble(snsMt["sensor_range_m"], file, snsPath + ".sensor_range_m"));
|
||||
}
|
||||
|
||||
// Optional: default_modules (REQ-WAV-DEFAULT-MODULES)
|
||||
if (mt.contains("default_modules"))
|
||||
{
|
||||
const toml::array& modArr = utility::requireArray(mt["default_modules"], file,
|
||||
elemPath + ".default_modules");
|
||||
def.defaultModules = parsePlacedModules(modArr, file,
|
||||
elemPath + ".default_modules");
|
||||
}
|
||||
|
||||
cfg.ships.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
47
src/lib/config/ConfigLoaderStations.cpp
Normal file
47
src/lib/config/ConfigLoaderStations.cpp
Normal file
@@ -0,0 +1,47 @@
|
||||
#include "ConfigLoader.h"
|
||||
|
||||
#include <string>
|
||||
|
||||
#include "toml.hpp"
|
||||
|
||||
#include "TomlHelpers.h"
|
||||
|
||||
StationsConfig ConfigLoader::loadStations(const std::string& path)
|
||||
{
|
||||
const std::string file = "stations.toml";
|
||||
toml::table tbl = utility::parseFile(path, file);
|
||||
|
||||
StationsConfig cfg;
|
||||
|
||||
// HQ
|
||||
{
|
||||
const std::string p = "hq";
|
||||
cfg.hq.surfaceMask = utility::requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
|
||||
cfg.hq.hpFormula = utility::requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
|
||||
}
|
||||
|
||||
// Player station
|
||||
{
|
||||
const std::string p = "player_station";
|
||||
cfg.playerStation.surfaceMask = utility::requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
|
||||
cfg.playerStation.level = static_cast<int>(utility::requireInt(tbl[p]["level"], file, p + ".level"));
|
||||
cfg.playerStation.hpFormula = utility::requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
|
||||
cfg.playerStation.damageFormula = utility::requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
|
||||
cfg.playerStation.rangeFormula = utility::requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
|
||||
cfg.playerStation.fireRateFormula = utility::requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
|
||||
cfg.playerStation.scrapDropFormula = utility::requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
|
||||
}
|
||||
|
||||
// Enemy station
|
||||
{
|
||||
const std::string p = "enemy_station";
|
||||
cfg.enemyStation.surfaceMask = utility::requireStringArray(tbl[p]["surface_mask"], file, p + ".surface_mask");
|
||||
cfg.enemyStation.hpFormula = utility::requireFormula(tbl[p]["hp_formula"], file, p + ".hp_formula");
|
||||
cfg.enemyStation.damageFormula = utility::requireFormula(tbl[p]["damage_formula"], file, p + ".damage_formula");
|
||||
cfg.enemyStation.rangeFormula = utility::requireFormula(tbl[p]["range_m_formula"], file, p + ".range_m_formula");
|
||||
cfg.enemyStation.fireRateFormula = utility::requireFormula(tbl[p]["fire_rate_hz_formula"], file, p + ".fire_rate_hz_formula");
|
||||
cfg.enemyStation.scrapDropFormula = utility::requireFormula(tbl[p]["scrap_drop_formula"], file, p + ".scrap_drop_formula");
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
62
src/lib/config/ConfigLoaderUnlocks.cpp
Normal file
62
src/lib/config/ConfigLoaderUnlocks.cpp
Normal file
@@ -0,0 +1,62 @@
|
||||
#include "ConfigLoader.h"
|
||||
|
||||
#include <string>
|
||||
#include <utility>
|
||||
|
||||
#include "toml.hpp"
|
||||
|
||||
#include "TomlHelpers.h"
|
||||
|
||||
UnlocksConfig ConfigLoader::loadUnlocks(const std::string& path)
|
||||
{
|
||||
const std::string file = "unlocks.toml";
|
||||
toml::table tbl = utility::parseFile(path, file);
|
||||
|
||||
UnlocksConfig cfg;
|
||||
if (!tbl.contains("unlock"))
|
||||
{
|
||||
return cfg;
|
||||
}
|
||||
|
||||
const toml::array& arr = utility::requireArray(tbl["unlock"], file, "unlock");
|
||||
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = "unlock[" + std::to_string(i) + "]";
|
||||
const toml::table* ut = arr[i].as_table();
|
||||
if (ut == nullptr)
|
||||
{
|
||||
throw utility::makeError(file, elemPath, "not a table");
|
||||
}
|
||||
toml::table& mt = const_cast<toml::table&>(*ut);
|
||||
|
||||
UnlockGroupDef def;
|
||||
def.id = utility::requireString(mt["id"], file, elemPath + ".id");
|
||||
def.stationLevel = static_cast<int>(
|
||||
utility::requireInt(mt["station_level"], file, elemPath + ".station_level"));
|
||||
if (mt.contains("requires"))
|
||||
{
|
||||
def.requiredGroupIds = utility::requireStringArray(mt["requires"], file, elemPath + ".requires");
|
||||
}
|
||||
if (mt.contains("ships"))
|
||||
{
|
||||
def.ships = utility::requireStringArray(mt["ships"], file, elemPath + ".ships");
|
||||
}
|
||||
if (mt.contains("modules"))
|
||||
{
|
||||
def.modules = utility::requireStringArray(mt["modules"], file, elemPath + ".modules");
|
||||
}
|
||||
if (mt.contains("buildings"))
|
||||
{
|
||||
def.buildings = utility::requireStringArray(mt["buildings"], file, elemPath + ".buildings");
|
||||
}
|
||||
if (mt.contains("recipes"))
|
||||
{
|
||||
def.recipes = utility::requireStringArray(mt["recipes"], file, elemPath + ".recipes");
|
||||
}
|
||||
|
||||
cfg.groups.push_back(std::move(def));
|
||||
}
|
||||
|
||||
return cfg;
|
||||
}
|
||||
79
src/lib/config/ConfigLoaderWorld.cpp
Normal file
79
src/lib/config/ConfigLoaderWorld.cpp
Normal file
@@ -0,0 +1,79 @@
|
||||
#include "ConfigLoader.h"
|
||||
|
||||
#include <optional>
|
||||
#include <string>
|
||||
|
||||
#include "toml.hpp"
|
||||
|
||||
#include "TomlHelpers.h"
|
||||
|
||||
WorldConfig ConfigLoader::loadWorld(const std::string& path)
|
||||
{
|
||||
const std::string file = "world.toml";
|
||||
toml::table tbl = utility::parseFile(path, file);
|
||||
|
||||
WorldConfig cfg;
|
||||
|
||||
cfg.heightTiles = static_cast<int>(utility::requireInt(tbl["world"]["height_tiles"], file, "world.height_tiles"));
|
||||
cfg.refundPercentage = static_cast<int>(utility::requireInt(tbl["world"]["refund_percentage"], file, "world.refund_percentage"));
|
||||
cfg.deconstructionTimeSeconds = utility::requireDouble(tbl["world"]["deconstruction_time_seconds"], file, "world.deconstruction_time_seconds");
|
||||
cfg.startingBuildingBlocks = static_cast<int>(utility::requireInt(tbl["world"]["starting_building_blocks"], file, "world.starting_building_blocks"));
|
||||
cfg.debrisDespawnSeconds = utility::requireDouble(tbl["world"]["debris_despawn_seconds"], file, "world.debris_despawn_seconds");
|
||||
cfg.scrapPerThreat = utility::requireDouble(tbl["world"]["scrap_per_threat"], file, "world.scrap_per_threat");
|
||||
cfg.tileSize_m = utility::requireDouble(tbl["world"]["tile_size_m"], file, "world.tile_size_m");
|
||||
cfg.beltSpeed_tps = utility::requireDouble(tbl["world"]["belt_speed_mps"], file, "world.belt_speed_mps") / cfg.tileSize_m;
|
||||
cfg.tunnelMaxDistance_tiles = static_cast<int>(utility::requireInt(tbl["world"]["tunnel_max_distance_tiles"], file, "world.tunnel_max_distance_tiles"));
|
||||
cfg.departureIntervalSeconds = utility::requireDouble(tbl["world"]["departure_interval_seconds"], file, "world.departure_interval_seconds");
|
||||
cfg.orbitFactor = utility::requireDouble(tbl["world"]["orbit_factor"], file, "world.orbit_factor");
|
||||
cfg.rallyOrbitRadius_tiles = utility::requireDouble(tbl["world"]["rally_orbit_radius_tiles"], file, "world.rally_orbit_radius_tiles");
|
||||
|
||||
if (const std::optional<std::string> tip =
|
||||
tbl["world"]["building_blocks_tooltip"].value<std::string>())
|
||||
{
|
||||
cfg.buildingBlocksTooltip = *tip;
|
||||
}
|
||||
|
||||
if (const std::optional<std::string> tip =
|
||||
tbl["world"]["artifact_tooltip"].value<std::string>())
|
||||
{
|
||||
cfg.artifactTooltip = *tip;
|
||||
}
|
||||
|
||||
cfg.regions.asteroidWidth_tiles = static_cast<int>(utility::requireInt(tbl["regions"]["asteroid_width_tiles"], file, "regions.asteroid_width_tiles"));
|
||||
cfg.regions.playerBufferWidth_tiles = static_cast<int>(utility::requireInt(tbl["regions"]["player_buffer_width_tiles"], file, "regions.player_buffer_width_tiles"));
|
||||
cfg.regions.contestZoneWidth_tiles = static_cast<int>(utility::requireInt(tbl["regions"]["contest_zone_width_tiles"], file, "regions.contest_zone_width_tiles"));
|
||||
cfg.regions.enemyBufferWidth_tiles = static_cast<int>(utility::requireInt(tbl["regions"]["enemy_buffer_width_tiles"], file, "regions.enemy_buffer_width_tiles"));
|
||||
|
||||
cfg.expansion.columnsPerExpansion_tiles = static_cast<int>(utility::requireInt(tbl["expansion"]["columns_per_expansion_tiles"], file, "expansion.columns_per_expansion_tiles"));
|
||||
cfg.expansion.costBuildingBlocksFormula = utility::requireFormula(tbl["expansion"]["cost_building_blocks_formula"], file, "expansion.cost_building_blocks_formula");
|
||||
|
||||
cfg.push.pushExpandColumns_tiles = static_cast<int>(utility::requireInt(tbl["push"]["push_expand_columns_tiles"], file, "push.push_expand_columns_tiles"));
|
||||
cfg.push.bossAdvanceSeconds = utility::requireDouble(tbl["push"]["boss_advance_seconds"], file, "push.boss_advance_seconds");
|
||||
|
||||
cfg.waves.threatRateFormula = utility::requireFormula(tbl["waves"]["threat_rate_formula"], file, "waves.threat_rate_formula");
|
||||
cfg.waves.gapMinSeconds = utility::requireDouble(tbl["waves"]["gap_min_seconds"], file, "waves.gap_min_seconds");
|
||||
cfg.waves.gapMaxSeconds = utility::requireDouble(tbl["waves"]["gap_max_seconds"], file, "waves.gap_max_seconds");
|
||||
cfg.waves.spawnDurationSeconds = utility::requireDouble(tbl["waves"]["spawn_duration_seconds"], file, "waves.spawn_duration_seconds");
|
||||
cfg.waves.bossCountdownSeconds = utility::requireDouble(tbl["waves"]["boss_countdown_seconds"], file, "waves.boss_countdown_seconds");
|
||||
cfg.waves.bossThreatDurationSeconds = utility::requireDouble(tbl["waves"]["boss_threat_duration_seconds"], file, "waves.boss_threat_duration_seconds");
|
||||
cfg.waves.bossQuietBeforeSeconds = utility::requireDouble(tbl["waves"]["boss_quiet_before_seconds"], file, "waves.boss_quiet_before_seconds");
|
||||
cfg.waves.bossQuietAfterSeconds = utility::requireDouble(tbl["waves"]["boss_quiet_after_seconds"], file, "waves.boss_quiet_after_seconds");
|
||||
|
||||
if (cfg.waves.gapMinSeconds > cfg.waves.gapMaxSeconds)
|
||||
{
|
||||
throw utility::makeError(file, "waves", "gap_min_seconds > gap_max_seconds");
|
||||
}
|
||||
|
||||
cfg.targeting.targetScoreFormula = utility::requireFormula(tbl["targeting"]["target_score_formula"], file, "targeting.target_score_formula");
|
||||
cfg.targeting.overclaimPenaltyFormula = utility::requireFormula(tbl["targeting"]["overclaim_penalty_formula"], file, "targeting.overclaim_penalty_formula");
|
||||
cfg.targeting.hysteresis = utility::requireDouble(tbl["targeting"]["target_hysteresis"], file, "targeting.target_hysteresis");
|
||||
|
||||
cfg.artifacts.artifactChanceFormula = utility::requireFormula(tbl["artifacts"]["artifact_chance_formula"], file, "artifacts.artifact_chance_formula");
|
||||
cfg.artifacts.artifactWinCount = static_cast<int>(utility::requireInt(tbl["artifacts"]["artifact_win_count"], file, "artifacts.artifact_win_count"));
|
||||
|
||||
cfg.scroll.panSpeedSlow_tps = utility::requireDouble(tbl["scroll"]["pan_speed_slow_tiles_per_second"], file, "scroll.pan_speed_slow_tiles_per_second");
|
||||
cfg.scroll.panSpeedFast_tps = utility::requireDouble(tbl["scroll"]["pan_speed_fast_tiles_per_second"], file, "scroll.pan_speed_fast_tiles_per_second");
|
||||
cfg.scroll.panRampBandWidth_tiles = static_cast<int>(utility::requireInt(tbl["scroll"]["pan_ramp_band_width_tiles"], file, "scroll.pan_ramp_band_width_tiles"));
|
||||
|
||||
return cfg;
|
||||
}
|
||||
172
src/lib/config/TomlHelpers.cpp
Normal file
172
src/lib/config/TomlHelpers.cpp
Normal file
@@ -0,0 +1,172 @@
|
||||
#include "TomlHelpers.h"
|
||||
|
||||
#include <sstream>
|
||||
#include <utility>
|
||||
|
||||
namespace utility
|
||||
{
|
||||
|
||||
// --- Error helpers --------------------------------------------------------
|
||||
|
||||
std::runtime_error makeError(const std::string& file,
|
||||
const std::string& path,
|
||||
const std::string& why)
|
||||
{
|
||||
return std::runtime_error("Config: " + file + ": '" + path + "' " + why);
|
||||
}
|
||||
|
||||
// --- Typed accessors (throw on missing or wrong type) ---------------------
|
||||
|
||||
int64_t requireInt(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const std::optional<int64_t> value = node.value<int64_t>();
|
||||
if (!value)
|
||||
{
|
||||
throw makeError(file, path, "missing or not an integer");
|
||||
}
|
||||
return *value;
|
||||
}
|
||||
|
||||
double requireDouble(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
if (const std::optional<double> v = node.value<double>())
|
||||
{
|
||||
return *v;
|
||||
}
|
||||
if (const std::optional<int64_t> v = node.value<int64_t>())
|
||||
{
|
||||
return static_cast<double>(*v);
|
||||
}
|
||||
throw makeError(file, path, "missing or not a number");
|
||||
}
|
||||
|
||||
std::string requireString(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const std::optional<std::string> value = node.value<std::string>();
|
||||
if (!value)
|
||||
{
|
||||
throw makeError(file, path, "missing or not a string");
|
||||
}
|
||||
return *value;
|
||||
}
|
||||
|
||||
bool requireBool(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const std::optional<bool> value = node.value<bool>();
|
||||
if (!value)
|
||||
{
|
||||
throw makeError(file, path, "missing or not a boolean");
|
||||
}
|
||||
return *value;
|
||||
}
|
||||
|
||||
const toml::array& requireArray(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const toml::array* arr = node.as_array();
|
||||
if (arr == nullptr)
|
||||
{
|
||||
throw makeError(file, path, "missing or not an array");
|
||||
}
|
||||
return *arr;
|
||||
}
|
||||
|
||||
const toml::table& requireTable(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const toml::table* tbl = node.as_table();
|
||||
if (tbl == nullptr)
|
||||
{
|
||||
throw makeError(file, path, "missing or not a table");
|
||||
}
|
||||
return *tbl;
|
||||
}
|
||||
|
||||
Formula requireFormula(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const std::string source = requireString(node, file, path);
|
||||
try
|
||||
{
|
||||
return Formula::compile(source);
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
throw makeError(file, path, std::string("formula error: ") + e.what());
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<std::string> requireStringArray(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
const toml::array& arr = requireArray(node, file, path);
|
||||
std::vector<std::string> result;
|
||||
result.reserve(arr.size());
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = path + "[" + std::to_string(i) + "]";
|
||||
const std::optional<std::string> s = arr[i].value<std::string>();
|
||||
if (!s)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a string");
|
||||
}
|
||||
result.push_back(*s);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<RecipeIngredient> parseIngredients(const toml::array& arr,
|
||||
const std::string& file,
|
||||
const std::string& path)
|
||||
{
|
||||
std::vector<RecipeIngredient> result;
|
||||
result.reserve(arr.size());
|
||||
for (std::size_t i = 0; i < arr.size(); ++i)
|
||||
{
|
||||
const std::string elemPath = path + "[" + std::to_string(i) + "]";
|
||||
const toml::table* t = arr[i].as_table();
|
||||
if (t == nullptr)
|
||||
{
|
||||
throw makeError(file, elemPath, "not a table");
|
||||
}
|
||||
|
||||
// We need a mutable node_view to reuse our helpers, which is fine
|
||||
// because the helpers never mutate.
|
||||
toml::table& mt = const_cast<toml::table&>(*t);
|
||||
|
||||
RecipeIngredient ing;
|
||||
ing.item = requireString(mt["item"], file, elemPath + ".item");
|
||||
ing.amount = static_cast<int>(requireInt(mt["amount"], file, elemPath + ".amount"));
|
||||
result.push_back(std::move(ing));
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
toml::table parseFile(const std::string& path, const std::string& file)
|
||||
{
|
||||
try
|
||||
{
|
||||
return toml::parse_file(path);
|
||||
}
|
||||
catch (const toml::parse_error& e)
|
||||
{
|
||||
std::ostringstream oss;
|
||||
oss << "Config: " << file << ": TOML parse error: " << e.description()
|
||||
<< " at " << e.source().begin;
|
||||
throw std::runtime_error(oss.str());
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace utility
|
||||
70
src/lib/config/TomlHelpers.h
Normal file
70
src/lib/config/TomlHelpers.h
Normal file
@@ -0,0 +1,70 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "toml.hpp"
|
||||
|
||||
#include "Formula.h"
|
||||
#include "RecipesConfig.h" // for RecipeIngredient
|
||||
|
||||
// Shared TOML-parsing helpers used by two or more ConfigLoader per-domain
|
||||
// loaders. Helpers used by exactly one domain stay local to that domain's
|
||||
// .cpp file instead.
|
||||
//
|
||||
// Namespaced because the names are generic: VisualsLoader.cpp and
|
||||
// BalancingConfig.cpp each have their own same-named helpers in anonymous
|
||||
// namespaces, and unqualified globals here would form an overload set with
|
||||
// them the moment either file includes this header.
|
||||
namespace utility
|
||||
{
|
||||
|
||||
// --- Error helpers ----------------------------------------------------------
|
||||
|
||||
std::runtime_error makeError(const std::string& file,
|
||||
const std::string& path,
|
||||
const std::string& why);
|
||||
|
||||
// --- Typed accessors (throw on missing or wrong type) -----------------------
|
||||
|
||||
int64_t requireInt(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path);
|
||||
|
||||
double requireDouble(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path);
|
||||
|
||||
std::string requireString(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path);
|
||||
|
||||
bool requireBool(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path);
|
||||
|
||||
const toml::array& requireArray(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path);
|
||||
|
||||
const toml::table& requireTable(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path);
|
||||
|
||||
Formula requireFormula(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path);
|
||||
|
||||
std::vector<std::string> requireStringArray(const toml::node_view<toml::node>& node,
|
||||
const std::string& file,
|
||||
const std::string& path);
|
||||
|
||||
std::vector<RecipeIngredient> parseIngredients(const toml::array& arr,
|
||||
const std::string& file,
|
||||
const std::string& path);
|
||||
|
||||
toml::table parseFile(const std::string& path, const std::string& file);
|
||||
|
||||
} // namespace utility
|
||||
@@ -38,3 +38,32 @@ std::string buildingTypeId(BuildingType type)
|
||||
}
|
||||
return "";
|
||||
}
|
||||
|
||||
bool isAutoRecipeBuildingType(BuildingType type)
|
||||
{
|
||||
return type == BuildingType::Smelter
|
||||
|| type == BuildingType::ReprocessingPlant;
|
||||
}
|
||||
|
||||
bool isBeltSubsystemType(BuildingType type)
|
||||
{
|
||||
return type == BuildingType::Belt
|
||||
|| type == BuildingType::Splitter
|
||||
|| type == BuildingType::TunnelEntry
|
||||
|| type == BuildingType::TunnelExit;
|
||||
}
|
||||
|
||||
bool isProductionBuildingType(BuildingType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case BuildingType::Miner:
|
||||
case BuildingType::Smelter:
|
||||
case BuildingType::Assembler:
|
||||
case BuildingType::ReprocessingPlant:
|
||||
case BuildingType::Shipyard:
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -29,3 +29,17 @@ std::optional<BuildingType> parseBuildingType(const std::string& id);
|
||||
|
||||
// Canonical id string for a BuildingType. The inverse of parseBuildingType.
|
||||
std::string buildingTypeId(BuildingType type);
|
||||
|
||||
// Smelter and Reprocessing Plant have no player-selected recipe
|
||||
// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). They auto-process whatever inputs
|
||||
// they receive, matching against every recipe of their building type.
|
||||
bool isAutoRecipeBuildingType(BuildingType type);
|
||||
|
||||
// Buildings that run a production cycle: Miner, Smelter, Assembler, Reprocessing
|
||||
// Plant and Shipyard (REQ-UI-DEBUG-OVERLAY counts these).
|
||||
bool isProductionBuildingType(BuildingType type);
|
||||
|
||||
// Belts, splitters, and tunnel ends keep their runtime data in the belt subsystem
|
||||
// rather than in the Building instance, so placing/removing them must register or
|
||||
// unregister a tile with BeltSystem.
|
||||
bool isBeltSubsystemType(BuildingType type);
|
||||
|
||||
@@ -9,6 +9,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ItemType.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/Item.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/Port.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/PortGeometry.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SchematicChoiceOption.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.h
|
||||
@@ -19,6 +20,7 @@ SET(HDRS
|
||||
SET(SRCS
|
||||
${SRCS}
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/PortGeometry.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DisplayName.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltDragPath.cpp
|
||||
|
||||
57
src/lib/core/PortGeometry.cpp
Normal file
57
src/lib/core/PortGeometry.cpp
Normal file
@@ -0,0 +1,57 @@
|
||||
#include "PortGeometry.h"
|
||||
|
||||
#include <set>
|
||||
#include <utility>
|
||||
|
||||
std::vector<Port> computeInputPorts(
|
||||
const std::vector<QPoint>& bodyCells,
|
||||
const std::vector<Port>& outputPorts)
|
||||
{
|
||||
// Build lookup sets for quick membership checks.
|
||||
std::set<std::pair<int, int>> bodySet;
|
||||
for (const QPoint& cell : bodyCells)
|
||||
{
|
||||
bodySet.insert({cell.x(), cell.y()});
|
||||
}
|
||||
|
||||
std::set<std::pair<int, int>> outputPortTiles;
|
||||
for (const Port& port : outputPorts)
|
||||
{
|
||||
outputPortTiles.insert({port.tile.x(), port.tile.y()});
|
||||
}
|
||||
|
||||
// Neighbour deltas and the corresponding "inward" belt direction.
|
||||
const int dx[4] = {-1, 1, 0, 0};
|
||||
const int dy[4] = { 0, 0, -1, 1};
|
||||
const Rotation inward[4] = {
|
||||
Rotation::East, // neighbour is to the West; belt flows East toward building
|
||||
Rotation::West, // neighbour is to the East; belt flows West toward building
|
||||
Rotation::South, // neighbour is above (row-1); belt flows South toward building
|
||||
Rotation::North // neighbour is below (row+1); belt flows North toward building
|
||||
};
|
||||
|
||||
std::set<std::pair<int, int>> seen;
|
||||
std::vector<Port> inputPorts;
|
||||
|
||||
for (const QPoint& cell : bodyCells)
|
||||
{
|
||||
for (int i = 0; i < 4; ++i)
|
||||
{
|
||||
const int nx = cell.x() + dx[i];
|
||||
const int ny = cell.y() + dy[i];
|
||||
const std::pair<int, int> neighbor = {nx, ny};
|
||||
|
||||
if (bodySet.count(neighbor)) { continue; }
|
||||
if (outputPortTiles.count(neighbor)){ continue; }
|
||||
if (seen.count(neighbor)) { continue; }
|
||||
|
||||
seen.insert(neighbor);
|
||||
Port port;
|
||||
port.tile = QPoint(nx, ny);
|
||||
port.direction = inward[i];
|
||||
inputPorts.push_back(port);
|
||||
}
|
||||
}
|
||||
|
||||
return inputPorts;
|
||||
}
|
||||
55
src/lib/core/PortGeometry.h
Normal file
55
src/lib/core/PortGeometry.h
Normal file
@@ -0,0 +1,55 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
|
||||
#include "Port.h"
|
||||
#include "Rotation.h"
|
||||
|
||||
// Geometry of a building's input/output ports. A Port names the tile *outside* the
|
||||
// building together with the direction items flow across it; these helpers give the
|
||||
// building body tile on the other side of that edge, which is where the virtual
|
||||
// input/output belt lives.
|
||||
//
|
||||
// Shared by the simulation (which moves items across the edge) and the renderer
|
||||
// (which draws the virtual belt), so the two cannot disagree about which tile a
|
||||
// port belongs to.
|
||||
|
||||
// The building body tile that owns an output port, given the port's outside tile
|
||||
// (port.tile) and its facing direction. The virtual output belt occupies this tile
|
||||
// and flows toward port.tile (REQ-MAT-OUTPUT-EMERGE).
|
||||
inline QPoint outputBodyTile(QPoint portTile, Rotation direction)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case Rotation::East: return portTile + QPoint(-1, 0);
|
||||
case Rotation::West: return portTile + QPoint( 1, 0);
|
||||
case Rotation::North: return portTile + QPoint( 0, 1);
|
||||
case Rotation::South: return portTile + QPoint( 0, -1);
|
||||
}
|
||||
return portTile;
|
||||
}
|
||||
|
||||
// The building body tile an input port feeds into, given the port's outside belt
|
||||
// tile (port.tile) and its inward flow direction. The virtual input belt occupies
|
||||
// this tile and flows from the outer edge (progress 0.0) to the centre (0.5)
|
||||
// (REQ-MAT-INPUT-INTAKE).
|
||||
inline QPoint inputBodyTile(QPoint portTile, Rotation inwardDirection)
|
||||
{
|
||||
switch (inwardDirection)
|
||||
{
|
||||
case Rotation::East: return portTile + QPoint( 1, 0);
|
||||
case Rotation::West: return portTile + QPoint(-1, 0);
|
||||
case Rotation::North: return portTile + QPoint( 0, -1);
|
||||
case Rotation::South: return portTile + QPoint( 0, 1);
|
||||
}
|
||||
return portTile;
|
||||
}
|
||||
|
||||
// Every belt-facing edge of a footprint that is not already an output port — the
|
||||
// tiles a belt can feed the building from, with the direction items must flow to
|
||||
// enter (REQ-MAT-INPUT-PORTS, REQ-BLD-BELT-DRAG). bodyCells and outputPorts are
|
||||
// in absolute tile coordinates, and so is the result.
|
||||
std::vector<Port> computeInputPorts(const std::vector<QPoint>& bodyCells,
|
||||
const std::vector<Port>& outputPorts);
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "AiSystem.h"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <limits>
|
||||
|
||||
@@ -42,8 +43,7 @@ AiSystem::AiSystem(const GameConfig& config)
|
||||
{
|
||||
}
|
||||
|
||||
void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
|
||||
const DebrisSystem& debris)
|
||||
void AiSystem::tick(EntityAdmin& admin, const FactoryState& state)
|
||||
{
|
||||
TRACE();
|
||||
|
||||
@@ -54,8 +54,8 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
|
||||
m_retreatEvaluator.evaluate(admin);
|
||||
m_attackEvaluator.evaluate(admin);
|
||||
m_repairEvaluator.evaluate(admin);
|
||||
m_salvageScrapEvaluator.evaluate(admin, debris);
|
||||
m_deliverScrapEvaluator.evaluate(admin, buildings);
|
||||
m_salvageScrapEvaluator.evaluate(admin);
|
||||
m_deliverScrapEvaluator.evaluate(admin, state);
|
||||
|
||||
// Phase 2: pick the highest-scoring behavior per ship.
|
||||
selectWinningBehaviors(admin);
|
||||
@@ -68,7 +68,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
|
||||
m_attackExecutor.execute(admin);
|
||||
m_repairExecutor.execute(admin);
|
||||
m_salvageScrapExecutor.execute(admin);
|
||||
m_deliverScrapExecutor.execute(admin, buildings);
|
||||
m_deliverScrapExecutor.execute(admin, state);
|
||||
}
|
||||
|
||||
void AiSystem::selectWinningBehaviors(EntityAdmin& admin)
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include "AdvanceEvaluator.h"
|
||||
#include "AdvanceExecutor.h"
|
||||
#include "AttackEvaluator.h"
|
||||
@@ -17,9 +19,7 @@
|
||||
#include "StandbyEvaluator.h"
|
||||
#include "StandbyExecutor.h"
|
||||
|
||||
class BuildingSystem;
|
||||
class EntityAdmin;
|
||||
class DebrisSystem;
|
||||
struct GameConfig;
|
||||
|
||||
// Orchestrates ship-behavior decision-making in three batched phases:
|
||||
@@ -34,7 +34,7 @@ class AiSystem
|
||||
public:
|
||||
explicit AiSystem(const GameConfig& config);
|
||||
|
||||
void tick(EntityAdmin& admin, const BuildingSystem& buildings, const DebrisSystem& debris);
|
||||
void tick(EntityAdmin& admin, const FactoryState& state);
|
||||
|
||||
private:
|
||||
void selectWinningBehaviors(EntityAdmin& admin);
|
||||
|
||||
@@ -17,7 +17,6 @@ CombatSystem::CombatSystem(const GameConfig& config)
|
||||
|
||||
void CombatSystem::tick(Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
BuildingSystem& /*buildings*/,
|
||||
std::vector<BeamFiredEvent>& outBeamFiredEvents)
|
||||
{
|
||||
TRACE();
|
||||
|
||||
@@ -15,7 +15,6 @@
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
class BuildingSystem;
|
||||
class EntityAdmin;
|
||||
|
||||
class CombatSystem
|
||||
@@ -25,7 +24,6 @@ public:
|
||||
|
||||
void tick(Tick currentTick,
|
||||
EntityAdmin& admin,
|
||||
BuildingSystem& buildings,
|
||||
std::vector<BeamFiredEvent>& outBeamFiredEvents);
|
||||
|
||||
void applyPendingDamage(Tick currentTick, EntityAdmin& admin);
|
||||
|
||||
@@ -46,13 +46,13 @@ std::optional<int> DebrisSystem::consume(entt::entity entity)
|
||||
return amount;
|
||||
}
|
||||
|
||||
bool DebrisSystem::collectOne(entt::entity entity)
|
||||
bool collectOne(EntityAdmin& admin, entt::entity entity)
|
||||
{
|
||||
if (!m_admin.isValid(entity) || !m_admin.hasAll<DebrisComponent>(entity))
|
||||
if (!admin.isValid(entity) || !admin.hasAll<DebrisComponent>(entity))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
DebrisComponent& data = m_admin.get<DebrisComponent>(entity);
|
||||
DebrisComponent& data = admin.get<DebrisComponent>(entity);
|
||||
if (data.amount <= 0)
|
||||
{
|
||||
return false;
|
||||
@@ -60,18 +60,18 @@ bool DebrisSystem::collectOne(entt::entity entity)
|
||||
--data.amount;
|
||||
if (data.amount <= 0)
|
||||
{
|
||||
m_admin.destroy(entity);
|
||||
admin.destroy(entity);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<DebrisInfo> DebrisSystem::getAllDebrisInfo() const
|
||||
std::vector<DebrisInfo> getAllDebrisInfo(const EntityAdmin& admin)
|
||||
{
|
||||
std::vector<DebrisInfo> result;
|
||||
m_admin.forEach<DebrisComponent>(
|
||||
[&result, this](entt::entity e, const DebrisComponent& sd)
|
||||
admin.forEach<DebrisComponent>(
|
||||
[&result, &admin](entt::entity e, const DebrisComponent& sd)
|
||||
{
|
||||
result.push_back(DebrisInfo{e, m_admin.get<PositionComponent>(e).value, sd.amount});
|
||||
result.push_back(DebrisInfo{e, admin.get<PositionComponent>(e).value, sd.amount});
|
||||
});
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -38,9 +38,17 @@ public:
|
||||
// false if the entity is invalid or already empty (REQ-SHP-SALVAGE).
|
||||
bool collectOne(entt::entity entity);
|
||||
|
||||
// Lightweight snapshot for callers that need to iterate all debris.
|
||||
std::vector<DebrisInfo> getAllDebrisInfo() const;
|
||||
|
||||
private:
|
||||
EntityAdmin& m_admin;
|
||||
};
|
||||
|
||||
// Debris state read and changed straight off the registry — no system needed.
|
||||
|
||||
// Lightweight snapshot for callers that need to iterate all debris.
|
||||
std::vector<DebrisInfo> getAllDebrisInfo(const EntityAdmin& admin);
|
||||
|
||||
// Collects a single scrap unit from the debris: decrements its amount by one,
|
||||
// destroying the entity once depleted. Returns true if a scrap was collected,
|
||||
// false if the entity is invalid or already empty (REQ-SHP-SALVAGE).
|
||||
bool collectOne(EntityAdmin& admin, entt::entity entity);
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "SalvagerSystem.h"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
@@ -23,14 +24,14 @@ SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
|
||||
{
|
||||
}
|
||||
|
||||
void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
|
||||
void SalvagerSystem::tick(Tick currentTick, FactoryState& state,
|
||||
std::vector<BeamFiredEvent>& outBeamFiredEvents)
|
||||
{
|
||||
TRACE();
|
||||
// Apply collections whose mid-beam delay has elapsed (cycles started earlier).
|
||||
applyPendingCollections(currentTick, debris);
|
||||
applyPendingCollections(currentTick);
|
||||
|
||||
const std::vector<DebrisInfo> allDebris = debris.getAllDebrisInfo();
|
||||
const std::vector<DebrisInfo> allDebris = getAllDebrisInfo(m_admin);
|
||||
|
||||
// Tick down per-module collection cooldowns.
|
||||
m_admin.forEach<SalvagerComponent>(
|
||||
@@ -89,7 +90,7 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
|
||||
[&](entt::entity ship, const DeliverScrapBehavior& deliver, const PositionComponent& pos)
|
||||
{
|
||||
if (!deliver.deliveryBay.has_value()) { return; }
|
||||
const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
|
||||
const Building* bay = findBuilding(state, *deliver.deliveryBay);
|
||||
if (!bay) { return; }
|
||||
|
||||
const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
|
||||
@@ -100,14 +101,14 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
|
||||
if (!m_admin.hasAll<CargoComponent>(ship)) { return; }
|
||||
CargoComponent& cargo = m_admin.get<CargoComponent>(ship);
|
||||
if (cargo.current <= 0) { return; }
|
||||
if (buildings.deliverScrapToSalvageBay(*deliver.deliveryBay))
|
||||
if (deliverScrapToSalvageBay(state, *deliver.deliveryBay))
|
||||
{
|
||||
--cargo.current;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void SalvagerSystem::applyPendingCollections(Tick currentTick, DebrisSystem& debris)
|
||||
void SalvagerSystem::applyPendingCollections(Tick currentTick)
|
||||
{
|
||||
std::vector<PendingCollection>::iterator it = m_pendingCollections.begin();
|
||||
while (it != m_pendingCollections.end())
|
||||
@@ -117,7 +118,7 @@ void SalvagerSystem::applyPendingCollections(Tick currentTick, DebrisSystem& deb
|
||||
if (m_admin.isValid(it->ship) && m_admin.hasAll<CargoComponent>(it->ship))
|
||||
{
|
||||
CargoComponent& cargo = m_admin.get<CargoComponent>(it->ship);
|
||||
if (cargo.current < cargo.maxCapacity && debris.collectOne(it->debris))
|
||||
if (cargo.current < cargo.maxCapacity && collectOne(m_admin, it->debris))
|
||||
{
|
||||
++cargo.current;
|
||||
}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "BeamFiredEvent.h"
|
||||
@@ -7,9 +9,7 @@
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
class BuildingSystem;
|
||||
class EntityAdmin;
|
||||
class DebrisSystem;
|
||||
|
||||
// World-mutation system for salvage modules: each module runs a collection cycle
|
||||
// on its own cooldown. When a cycle starts it emits a salvage beam toward an
|
||||
@@ -21,7 +21,7 @@ class SalvagerSystem
|
||||
public:
|
||||
explicit SalvagerSystem(EntityAdmin& admin);
|
||||
|
||||
void tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
|
||||
void tick(Tick currentTick, FactoryState& state,
|
||||
std::vector<BeamFiredEvent>& outBeamFiredEvents);
|
||||
|
||||
private:
|
||||
@@ -32,7 +32,7 @@ private:
|
||||
Tick appliesAt;
|
||||
};
|
||||
|
||||
void applyPendingCollections(Tick currentTick, DebrisSystem& debris);
|
||||
void applyPendingCollections(Tick currentTick);
|
||||
|
||||
EntityAdmin& m_admin;
|
||||
std::vector<PendingCollection> m_pendingCollections;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "DeliverScrapEvaluator.h"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
@@ -12,7 +13,7 @@
|
||||
#include "PositionComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& buildings)
|
||||
void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const FactoryState& state)
|
||||
{
|
||||
TRACE();
|
||||
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
|
||||
@@ -34,7 +35,7 @@ void DeliverScrapEvaluator::evaluate(EntityAdmin& admin, const BuildingSystem& b
|
||||
if (!deliver.deliveryBay.has_value())
|
||||
{
|
||||
const Building* bay =
|
||||
buildings.findNearestBuilding(pos.value, BuildingType::SalvageBay);
|
||||
findNearestBuilding(state, pos.value, BuildingType::SalvageBay);
|
||||
if (bay) { deliver.deliveryBay = bay->id; }
|
||||
}
|
||||
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
class EntityAdmin;
|
||||
class BuildingSystem;
|
||||
|
||||
// Scores high only when the ship's cargo is full, and assigns the nearest
|
||||
// SalvageBay as the delivery destination.
|
||||
class DeliverScrapEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin, const BuildingSystem& buildings);
|
||||
void evaluate(EntityAdmin& admin, const FactoryState& state);
|
||||
};
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "DeliverScrapExecutor.h"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <QVector2D>
|
||||
|
||||
@@ -12,7 +13,7 @@
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& buildings)
|
||||
void DeliverScrapExecutor::execute(EntityAdmin& admin, const FactoryState& state)
|
||||
{
|
||||
TRACE();
|
||||
admin.forEach<DeliverScrapBehavior, SelectedBehaviorComponent, PositionComponent,
|
||||
@@ -26,7 +27,7 @@ void DeliverScrapExecutor::execute(EntityAdmin& admin, const BuildingSystem& bui
|
||||
QVector2D dest = pos.value;
|
||||
if (deliver.deliveryBay.has_value())
|
||||
{
|
||||
const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
|
||||
const Building* bay = findBuilding(state, *deliver.deliveryBay);
|
||||
if (bay)
|
||||
{
|
||||
dest = QVector2D(bay->anchor.x() + bay->footprint.width() / 2.0f,
|
||||
|
||||
@@ -1,12 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
class EntityAdmin;
|
||||
class BuildingSystem;
|
||||
|
||||
// Moves a ship toward its delivery bay when DeliverScrap is the winning
|
||||
// behavior. Never decrements cargo — SalvagerSystem performs the delivery.
|
||||
class DeliverScrapExecutor
|
||||
{
|
||||
public:
|
||||
void execute(EntityAdmin& admin, const BuildingSystem& buildings);
|
||||
void execute(EntityAdmin& admin, const FactoryState& state);
|
||||
};
|
||||
|
||||
@@ -15,11 +15,11 @@
|
||||
#include "SensorRangeComponent.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void SalvageScrapEvaluator::evaluate(EntityAdmin& admin, const DebrisSystem& debris)
|
||||
void SalvageScrapEvaluator::evaluate(EntityAdmin& admin)
|
||||
{
|
||||
TRACE();
|
||||
const std::unordered_map<entt::entity, CargoState> cargoByShip = buildCargoByShip(admin);
|
||||
const std::vector<DebrisInfo> allDebris = debris.getAllDebrisInfo();
|
||||
const std::vector<DebrisInfo> allDebris = getAllDebrisInfo(admin);
|
||||
|
||||
admin.forEach<SalvageScrapBehavior, PositionComponent, SensorRangeComponent>(
|
||||
[&](entt::entity e, SalvageScrapBehavior& salvage, const PositionComponent& pos,
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
class EntityAdmin;
|
||||
class DebrisSystem;
|
||||
|
||||
// When cargo is not full, finds the nearest debris within sensor range and sets
|
||||
// it as the target, scoring high. Scores inactive when cargo is full or no debris
|
||||
@@ -9,5 +8,5 @@ class DebrisSystem;
|
||||
class SalvageScrapEvaluator
|
||||
{
|
||||
public:
|
||||
void evaluate(EntityAdmin& admin, const DebrisSystem& debris);
|
||||
void evaluate(EntityAdmin& admin);
|
||||
};
|
||||
|
||||
173
src/lib/sim/BuildingBuffers.cpp
Normal file
173
src/lib/sim/BuildingBuffers.cpp
Normal file
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
39
src/lib/sim/BuildingBuffers.h
Normal file
39
src/lib/sim/BuildingBuffers.h
Normal file
@@ -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);
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "BuildingConfig.h"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <climits>
|
||||
@@ -26,8 +27,8 @@ struct SelectedBuilding
|
||||
// (the HQ and defence stations, per REQ-UI-BLUEPRINT-CREATE).
|
||||
std::optional<SelectedBuilding> resolvePlaceable(const Simulation& sim, BuildingId id)
|
||||
{
|
||||
const Building* building = sim.getBuildings().findBuilding(id);
|
||||
const ConstructionSite* site = building ? nullptr : sim.getBuildings().findSite(id);
|
||||
const Building* building = findBuilding(sim.getFactoryState(), id);
|
||||
const ConstructionSite* site = building ? nullptr : findSite(sim.getFactoryState(), id);
|
||||
if (!building && !site)
|
||||
{
|
||||
return std::nullopt;
|
||||
@@ -52,8 +53,8 @@ std::optional<SelectedBuilding> resolvePlaceable(const Simulation& sim, Building
|
||||
|
||||
std::optional<BuildingConfig> readBuildingConfig(const Simulation& sim, BuildingId id)
|
||||
{
|
||||
const Building* building = sim.getBuildings().findBuilding(id);
|
||||
const ConstructionSite* site = building ? nullptr : sim.getBuildings().findSite(id);
|
||||
const Building* building = findBuilding(sim.getFactoryState(), id);
|
||||
const ConstructionSite* site = building ? nullptr : findSite(sim.getFactoryState(), id);
|
||||
if (!building && !site)
|
||||
{
|
||||
return std::nullopt;
|
||||
|
||||
52
src/lib/sim/BuildingGrid.cpp
Normal file
52
src/lib/sim/BuildingGrid.cpp
Normal file
@@ -0,0 +1,52 @@
|
||||
#include "BuildingGrid.h"
|
||||
|
||||
#include "StateChecksum.h"
|
||||
|
||||
void BuildingGrid::occupy(QPoint cell, BuildingId id)
|
||||
{
|
||||
m_owners[{cell.x(), cell.y()}] = id;
|
||||
}
|
||||
|
||||
void BuildingGrid::occupy(const std::vector<QPoint>& cells, BuildingId id)
|
||||
{
|
||||
for (const QPoint& cell : cells)
|
||||
{
|
||||
occupy(cell, id);
|
||||
}
|
||||
}
|
||||
|
||||
void BuildingGrid::release(const std::vector<QPoint>& cells)
|
||||
{
|
||||
for (const QPoint& cell : cells)
|
||||
{
|
||||
m_owners.erase({cell.x(), cell.y()});
|
||||
}
|
||||
}
|
||||
|
||||
bool BuildingGrid::isOccupied(QPoint tile) const
|
||||
{
|
||||
return m_owners.count({tile.x(), tile.y()}) > 0;
|
||||
}
|
||||
|
||||
std::optional<BuildingId> BuildingGrid::findOwner(QPoint tile) const
|
||||
{
|
||||
const std::map<std::pair<int, int>, BuildingId>::const_iterator it =
|
||||
m_owners.find({tile.x(), tile.y()});
|
||||
if (it == m_owners.end())
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
return it->second;
|
||||
}
|
||||
|
||||
void BuildingGrid::appendChecksum(Hasher& hasher) const
|
||||
{
|
||||
// std::map iterates in sorted key order.
|
||||
hasher.append(m_owners.size());
|
||||
for (const std::pair<const std::pair<int, int>, BuildingId>& entry : m_owners)
|
||||
{
|
||||
hasher.append(entry.first.first);
|
||||
hasher.append(entry.first.second);
|
||||
hasher.append(entry.second);
|
||||
}
|
||||
}
|
||||
46
src/lib/sim/BuildingGrid.h
Normal file
46
src/lib/sim/BuildingGrid.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <optional>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
|
||||
#include "BuildingId.h"
|
||||
|
||||
class Hasher;
|
||||
|
||||
// The authority on which building owns which world tile.
|
||||
//
|
||||
// Every building and construction site claims its body cells here when it is placed
|
||||
// and releases them when it is removed, so the map is the single place that knows
|
||||
// whether a tile is free. It is a plain index owned by BuildingSystem, not a system:
|
||||
// it has no per-tick behaviour and nothing outside BuildingSystem touches it.
|
||||
//
|
||||
// Keys are deliberately std::pair<int, int> rather than QPoint: the checksum folds the
|
||||
// entries in map iteration order (docs/replay_design.md), so the comparator is part of
|
||||
// the determinism contract and is not changed casually.
|
||||
class BuildingGrid
|
||||
{
|
||||
public:
|
||||
// Records absolute body cells as owned by id. Re-occupying a cell overwrites its
|
||||
// previous owner, matching the placement paths that reserve cells for a site and
|
||||
// then hand them to the building it becomes.
|
||||
void occupy(QPoint cell, BuildingId id);
|
||||
void occupy(const std::vector<QPoint>& cells, BuildingId id);
|
||||
|
||||
// Releases absolute body cells. Cells that are not occupied are ignored.
|
||||
void release(const std::vector<QPoint>& cells);
|
||||
|
||||
bool isOccupied(QPoint tile) const;
|
||||
|
||||
// The building owning the tile, or nullopt when the tile is free.
|
||||
std::optional<BuildingId> findOwner(QPoint tile) const;
|
||||
|
||||
// Folds the occupancy into the hasher in deterministic order.
|
||||
void appendChecksum(Hasher& hasher) const;
|
||||
|
||||
private:
|
||||
std::map<std::pair<int, int>, BuildingId> m_owners;
|
||||
};
|
||||
File diff suppressed because it is too large
Load Diff
@@ -15,6 +15,11 @@
|
||||
|
||||
#include "BeltSystem.h"
|
||||
#include "Building.h"
|
||||
#include "FactoryState.h"
|
||||
#include "BuildingBuffers.h"
|
||||
#include "DeconstructionSystem.h"
|
||||
#include "PlacementRules.h"
|
||||
#include "ProductionRules.h"
|
||||
#include "BuildingType.h"
|
||||
#include "BuildingId.h"
|
||||
#include "GameConfig.h"
|
||||
@@ -26,18 +31,6 @@
|
||||
|
||||
class Hasher;
|
||||
|
||||
// Production state of a building for the UI status light (REQ-UI-STATUS-LIGHT).
|
||||
// The simulation owns the classification so it stays in sync with the
|
||||
// production-cycle predicates (REQ-MAT-CYCLE); the UI maps each value to a fill
|
||||
// color.
|
||||
enum class ProductionStatus
|
||||
{
|
||||
Unconfigured, // no recipe/schematic selected (grey)
|
||||
Producing, // a production cycle is active (green)
|
||||
Starved, // idle: a required input is missing / Salvage Bay empty (red)
|
||||
Blocked, // idle: output buffer full, inputs otherwise present (yellow)
|
||||
};
|
||||
|
||||
// Manages building placement, construction queuing, and the per-tick
|
||||
// production loop (belt→building pull, production, building→belt push).
|
||||
// All types including Belt and Splitter are stored as Building instances;
|
||||
@@ -61,7 +54,7 @@ public:
|
||||
// queue. Terrain type (A vs S) is NOT checked here so that tests can stage
|
||||
// arbitrary layouts; the player-facing entry point
|
||||
// (Simulation::tryPlaceBuilding) enforces the full rule via isPlacementValid.
|
||||
std::optional<BuildingId> place(BuildingType type, QPoint anchor, Rotation rotation,
|
||||
std::optional<BuildingId> place(FactoryState& state, BuildingType type, QPoint anchor, Rotation rotation,
|
||||
Tick currentTick);
|
||||
|
||||
// Returns true if the placement satisfies REQ-BLD-PLACE-VALID terrain and
|
||||
@@ -69,13 +62,12 @@ public:
|
||||
// other body (A) cell sits on the asteroid (x < 0 and x >= the left edge),
|
||||
// and every cell has 0 <= y < world.height_tiles. There is no right-side
|
||||
// bound — space extends rightward. Tile occupancy is NOT checked here.
|
||||
bool isPlacementValid(BuildingType type, QPoint anchor,
|
||||
Rotation rotation) const;
|
||||
|
||||
// Sets the current buildable asteroid width in tiles. Grows the left
|
||||
// placement bound as the player unlocks asteroid expansions (REQ-EXP-UNLOCK).
|
||||
// Defaults to world.regions.asteroid_width_tiles at construction.
|
||||
void setAsteroidWidth_tiles(int widthTiles) { m_asteroidWidth_tiles = widthTiles; }
|
||||
void setAsteroidWidth_tiles(FactoryState& state, int widthTiles) const
|
||||
{ state.asteroidWidth_tiles = widthTiles; }
|
||||
|
||||
// Mark a building or construction site for demolition (REQ-BLD-DECONSTRUCT).
|
||||
// A construction site is removed instantly and the full cost is returned.
|
||||
@@ -83,24 +75,23 @@ public:
|
||||
// (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is
|
||||
// credited later, on completion in tickDeconstruction, so this returns 0 for
|
||||
// it. Returns 0 for unknown ids and for a building already queued.
|
||||
int deconstruct(BuildingId id, Tick currentTick);
|
||||
int deconstruct(FactoryState& state, BuildingId id, Tick currentTick);
|
||||
|
||||
// Take a building back out of the deconstruction queue before it is removed
|
||||
// (REQ-BLD-DECON-QUEUE). Clears its queued flag and resumes operation
|
||||
// (re-registering belt/tunnel/splitter tiles); discards deconstruction
|
||||
// progress and credits no refund. No-op if the id is not queued.
|
||||
void cancelDeconstruction(BuildingId id);
|
||||
void cancelDeconstruction(FactoryState& state, BuildingId id);
|
||||
|
||||
// True if the building is currently in the deconstruction queue.
|
||||
bool isQueuedForDeconstruction(BuildingId id) const;
|
||||
|
||||
// Set the recipe (or schematic id for shipyard) on a building or queued
|
||||
// construction site. Clears both buffers on an operational building.
|
||||
void setRecipe(BuildingId id, const std::string& recipeId);
|
||||
void setRecipe(FactoryState& state, BuildingId id, const std::string& recipeId);
|
||||
|
||||
// Set the module layout for a shipyard. Cancels in-progress production
|
||||
// (materials discarded) and reinitializes input buffers (REQ-BLD-SHIPYARD).
|
||||
void setShipLayout(BuildingId id, const ShipLayoutConfig& layout);
|
||||
void setShipLayout(FactoryState& state, BuildingId id, const ShipLayoutConfig& layout);
|
||||
|
||||
// Splitter filter configuration for a queued/under-construction Splitter
|
||||
// site (REQ-BLD-SITE-CONFIG). Operational splitters are configured through
|
||||
@@ -109,130 +100,94 @@ public:
|
||||
// output directions (derived from its surface mask) and stored filters, or
|
||||
// nullopt if the id is not a Splitter site. The stored filters are applied
|
||||
// to BeltSystem when the splitter finishes building (tickConstruction).
|
||||
std::optional<BeltSystem::SplitterInfo> getSiteSplitterInfo(BuildingId id) const;
|
||||
void setSiteSplitterFilters(BuildingId id,
|
||||
void setSiteSplitterFilters(FactoryState& state, BuildingId id,
|
||||
const std::vector<ItemType>& filterA,
|
||||
const std::vector<ItemType>& filterB);
|
||||
|
||||
// -- Tick hooks (called from Simulation::tick in the documented order) ---
|
||||
void tickConstruction(Tick currentTick);
|
||||
// Advances the deconstruction queue (REQ-BLD-DECON-QUEUE): one building at a
|
||||
// time, in parallel with tickConstruction. Removes the front building and
|
||||
// credits its refund when its timer elapses.
|
||||
void tickDeconstruction(Tick currentTick);
|
||||
void tickBeltPull();
|
||||
void tickProduction(Tick currentTick);
|
||||
void tickShipyardProduction(Tick currentTick);
|
||||
void tickBeltPull(FactoryState& state);
|
||||
void tickProduction(FactoryState& state, Tick currentTick);
|
||||
void tickShipyardProduction(FactoryState& state, Tick currentTick);
|
||||
// Advances each building's virtual output belts, hands finished items off onto
|
||||
// the adjacent real belt, and feeds new buffered items into them
|
||||
// (REQ-MAT-OUTPUT-EMERGE).
|
||||
void tickOutputBelts();
|
||||
void tickOutputBelts(FactoryState& state);
|
||||
|
||||
// -- Queries -------------------------------------------------------------
|
||||
struct BeltTileInfo
|
||||
{
|
||||
BuildingId buildingId;
|
||||
QPoint tile;
|
||||
BuildingType type; // Belt or Splitter
|
||||
Rotation directionA; // Belt: its direction; Splitter: first output
|
||||
Rotation directionB; // Splitter: second output; Belt: same as directionA
|
||||
};
|
||||
|
||||
const Building* findBuilding(BuildingId id) const;
|
||||
const ConstructionSite* findSite(BuildingId id) const;
|
||||
std::vector<Building> getAllBuildings() const;
|
||||
std::vector<ConstructionSite> getAllSites() const;
|
||||
|
||||
// REQ-UI-DEBUG-OVERLAY "Max Factory Production": count of completed
|
||||
// (operational) Miner/Smelter/Assembler/ReprocessingPlant/Shipyard buildings.
|
||||
int getProductionBuildingCount() const;
|
||||
|
||||
// REQ-UI-DEBUG-OVERLAY "Current Factory Production": subset of the above
|
||||
// that currently has an active production cycle.
|
||||
int getActiveProductionBuildingCount() const;
|
||||
|
||||
// Production state for the UI status light (REQ-UI-STATUS-LIGHT). Returns
|
||||
// nullopt for building types that show no light (belts, splitters, tunnels,
|
||||
// HQ, defence stations). The Salvage Bay is a two-state special case:
|
||||
// Producing while its output buffer holds scrap, Starved when empty.
|
||||
std::optional<ProductionStatus> getProductionStatus(const Building& building) const;
|
||||
std::vector<BeltTileInfo> getAllBeltTiles() const;
|
||||
bool isTileOccupied(QPoint tile) const;
|
||||
|
||||
// Visits every item currently emerging from a building output port on its
|
||||
// virtual output belt (REQ-MAT-OUTPUT-EMERGE), passing the item type and its
|
||||
// world-space centre (in tile units). Least-progressed first (drawn bottom) so
|
||||
// callers can paint in visit order (REQ-GW-TILE-SIZE ordering).
|
||||
void forEachEmergingItem(
|
||||
void forEachEmergingItem(const FactoryState& state,
|
||||
const std::function<void(const ItemType&, QPointF)>& visit) const;
|
||||
|
||||
// Visits every item currently travelling inward on a building input port's
|
||||
// virtual input belt (REQ-MAT-INPUT-INTAKE), passing the item type and its
|
||||
// world-space centre (in tile units). Least-progressed first (drawn bottom).
|
||||
void forEachIncomingItem(
|
||||
void forEachIncomingItem(const FactoryState& state,
|
||||
const std::function<void(const ItemType&, QPointF)>& visit) const;
|
||||
|
||||
// Returns the entity id of the building or construction site whose footprint
|
||||
// exactly coincides with the ghost (type, anchor, rot) and is of the same
|
||||
// building type. Returns nullopt otherwise.
|
||||
std::optional<BuildingId> findRotateInPlaceTarget(BuildingType type,
|
||||
QPoint anchor,
|
||||
Rotation rot) const;
|
||||
|
||||
// Rotate an existing building or construction site to newRotation in place.
|
||||
// For belt-type operational buildings, re-registers with BeltSystem (items
|
||||
// currently on the tile are discarded by BeltSystem::removeTile).
|
||||
void rotateInPlace(BuildingId id, Rotation newRotation);
|
||||
void rotateInPlace(FactoryState& state, BuildingId id, Rotation newRotation);
|
||||
|
||||
// Find nearest operational building of the given type; nullptr if none.
|
||||
const Building* findNearestBuilding(QVector2D worldPos, BuildingType type) const;
|
||||
|
||||
// Input-capable adjacent tiles for a building or construction site
|
||||
// (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS): each returned Port.tile is the
|
||||
// outside adjacent tile and Port.direction is the belt facing that points into
|
||||
// the target. Output-port edges are excluded. Empty for an unknown id.
|
||||
std::vector<Port> getInputPorts(BuildingId id) const;
|
||||
|
||||
// Register / unregister tile occupancy for ECS station entities.
|
||||
void registerTileOccupancy(const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
|
||||
void unregisterTileOccupancy(const std::vector<QPoint>& cells);
|
||||
void registerTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
|
||||
void unregisterTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells);
|
||||
|
||||
// Place one "scrap" item into a SalvageBay's output buffer.
|
||||
// Returns false if bay not found, wrong type, or output buffer is full.
|
||||
bool deliverScrapToSalvageBay(BuildingId bayId);
|
||||
|
||||
// Bypass the construction queue and create a fully-operational Building
|
||||
// immediately. Used for pre-placed structures (HQ, defence stations).
|
||||
// surfaceMask comes from the relevant config struct.
|
||||
BuildingId placeImmediate(BuildingType type,
|
||||
BuildingId placeImmediate(FactoryState& state, BuildingType type,
|
||||
const std::vector<std::string>& surfaceMask,
|
||||
QPoint anchor, Rotation rotation);
|
||||
|
||||
// Remove an operational building by id without refund (used for deaths).
|
||||
// Returns true if found and removed.
|
||||
bool removeBuilding(BuildingId id);
|
||||
bool removeBuilding(FactoryState& state, BuildingId id);
|
||||
|
||||
// Mutable iteration over all operational buildings.
|
||||
void forEachBuilding(std::function<void(Building&)> fn);
|
||||
void forEachBuilding(FactoryState& state, std::function<void(Building&)> fn);
|
||||
|
||||
// -- Determinism ---------------------------------------------------------
|
||||
// Folds all building, construction-site, and tile-occupancy state into the
|
||||
// hasher in deterministic order (see docs/replay_design.md).
|
||||
void appendChecksum(Hasher& hasher) const;
|
||||
void appendChecksum(const FactoryState& state, Hasher& hasher) const;
|
||||
|
||||
private:
|
||||
// Starts the front deconstruction-queue entry's timer if not yet started
|
||||
// (mirrors how tickConstruction starts a queued construction site).
|
||||
void startFrontDeconstruction(Tick currentTick);
|
||||
|
||||
// Registers a belt/splitter/tunnel building's tile with the belt subsystem
|
||||
// (on construction completion, or when un-queuing a deconstruction). No-op for
|
||||
// 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);
|
||||
|
||||
Building* findBuildingMutable(BuildingId id);
|
||||
// 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
|
||||
// buffer has room, and the input belt entry is free (REQ-MAT-INPUT-INTAKE).
|
||||
@@ -247,7 +202,7 @@ private:
|
||||
// Attempts to hand an emerging output item straight into a directly adjacent
|
||||
// building whose input edge meets the producer's output port (REQ-MAT-DIRECT-COUPLE).
|
||||
// Returns true if the item was accepted onto the consumer's input belt.
|
||||
bool tryDirectCoupleDeposit(BuildingId producerId,
|
||||
bool tryDirectCoupleDeposit(FactoryState& state, BuildingId producerId,
|
||||
const Port& outputPort,
|
||||
const Item& item);
|
||||
|
||||
@@ -255,35 +210,22 @@ private:
|
||||
// building (Smelter, Reprocessing Plant) offers every recipe of its type with
|
||||
// inputs; other buildings offer only their selected recipe. Shared by
|
||||
// tickProduction and the status classifier (REQ-MAT-CYCLE, REQ-UI-STATUS-LIGHT).
|
||||
std::vector<const RecipeDef*> gatherCandidateRecipes(const Building& b) const;
|
||||
// True if every input of `recipe` is present in `b`'s input buffers in the
|
||||
// required per-cycle amount (REQ-MAT-CYCLE input check).
|
||||
bool recipeInputsAvailable(const Building& b,
|
||||
const RecipeDef& recipe) const;
|
||||
// Combined base + module materials a shipyard needs per ship (REQ-BLD-SHIPYARD).
|
||||
std::map<std::string, int> computeShipyardRequiredMaterials(const Building& b) const;
|
||||
// True if the building currently has all inputs/materials to start a cycle
|
||||
// (ignoring output-buffer space); drives the Starved/Blocked distinction of
|
||||
// the status light (REQ-UI-STATUS-LIGHT).
|
||||
bool hasInputsToStart(const Building& b) const;
|
||||
|
||||
void initBuffers(Building& b, const RecipeDef& recipe) const;
|
||||
// Buffers for an auto-recipe building (Smelter, Reprocessing Plant): input
|
||||
// caps span the union of every recipe of the building's type; no player
|
||||
// recipe is selected (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
|
||||
void initAutoBuffers(Building& b) const;
|
||||
void initShipyardBuffers(Building& b) const;
|
||||
void initSalvageBayBuffer(Building& b) const;
|
||||
std::vector<Port> computeInputPorts(const Building& b) const;
|
||||
// Core input-edge scan shared by operational buildings and construction sites.
|
||||
std::vector<Port> computeInputPorts(const std::vector<QPoint>& bodyCells,
|
||||
const std::vector<Port>& outputPorts) const;
|
||||
std::vector<Item> rollReprocessingOutput(const RecipeDef& recipe);
|
||||
bool bodyCellsWithinWorldBounds(
|
||||
const std::vector<QPoint>& bodyCells,
|
||||
QPoint anchor) const;
|
||||
|
||||
const GameConfig& m_config;
|
||||
|
||||
|
||||
BeltSystem& m_belts;
|
||||
std::function<BuildingId()> m_allocateBuildingId;
|
||||
std::function<void(int)> m_addBuildingBlocks;
|
||||
@@ -291,24 +233,4 @@ private:
|
||||
const std::optional<ShipLayoutConfig>&)> m_spawnShip;
|
||||
std::function<bool(const std::string&)> m_isItemUnlocked;
|
||||
std::mt19937& m_rng;
|
||||
int m_asteroidWidth_tiles;
|
||||
|
||||
std::vector<Building> m_buildings;
|
||||
std::deque<ConstructionSite> m_constructionQueue;
|
||||
|
||||
// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
|
||||
// completesAt == 0 means "queued but its timer has not started yet"
|
||||
// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
|
||||
// here so cancelDeconstruction can restore them on re-registration.
|
||||
struct DeconstructionEntry
|
||||
{
|
||||
BuildingId id = kInvalidBuildingId;
|
||||
Tick completesAt = 0;
|
||||
std::vector<ItemType> splitterFilterA;
|
||||
std::vector<ItemType> splitterFilterB;
|
||||
};
|
||||
std::deque<DeconstructionEntry> m_deconstructionQueue;
|
||||
|
||||
// Maps every occupied body-cell coordinate to the entity that owns it.
|
||||
std::map<std::pair<int, int>, BuildingId> m_tileOccupancy;
|
||||
};
|
||||
|
||||
@@ -12,6 +12,14 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/Building.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ConstructionSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DeconstructionSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FactoryState.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/PlacementRules.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayout.h
|
||||
@@ -19,6 +27,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/StateChecksum.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/UnlockState.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.h
|
||||
PARENT_SCOPE
|
||||
)
|
||||
@@ -35,11 +44,19 @@ SET(SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltSlot.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BeltSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingConfig.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingGrid.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ConstructionSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/DeconstructionSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingBuffers.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FactoryQueries.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ProductionRules.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/PlacementRules.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildingSystem.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/EntityHitTest.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipStatsCalculator.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/StateChecksum.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ThreatCostCalculator.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/UnlockState.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/WaveSystem.cpp
|
||||
PARENT_SCOPE
|
||||
)
|
||||
|
||||
112
src/lib/sim/ConstructionSystem.cpp
Normal file
112
src/lib/sim/ConstructionSystem.cpp
Normal file
@@ -0,0 +1,112 @@
|
||||
#include "ConstructionSystem.h"
|
||||
|
||||
#include "BuildingBuffers.h"
|
||||
#include "BuildingType.h"
|
||||
#include "FactoryQueries.h"
|
||||
#include "PortGeometry.h"
|
||||
#include "SurfaceMask.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void ConstructionSystem::tick(FactoryState& state, BeltSystem& belts, Tick currentTick)
|
||||
{
|
||||
TRACE();
|
||||
if (state.constructionQueue.empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ConstructionSite& front = state.constructionQueue.front();
|
||||
|
||||
// Guard: if somehow the front site was never started, start it now.
|
||||
if (front.completesAt == 0)
|
||||
{
|
||||
const BuildingDef* def = m_config.buildings.findBuildingDef(front.type);
|
||||
if (def)
|
||||
{
|
||||
front.completesAt = currentTick + secondsToTicks(def->constructionTimeSeconds);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentTick < front.completesAt)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Promote construction site to an operational Building.
|
||||
const BuildingDef* def = m_config.buildings.findBuildingDef(front.type);
|
||||
const ParsedSurfaceMask mask = parseSurfaceMask(
|
||||
def ? def->surfaceMask : std::vector<std::string>{},
|
||||
front.rotation);
|
||||
|
||||
Building building;
|
||||
building.id = front.id;
|
||||
building.anchor = front.anchor;
|
||||
building.footprint = front.footprint;
|
||||
building.rotation = front.rotation;
|
||||
building.type = front.type;
|
||||
building.recipeId = front.recipeId;
|
||||
building.shipLayout = front.shipLayout;
|
||||
|
||||
for (const QPoint& cell : mask.bodyCells)
|
||||
{
|
||||
building.bodyCells.push_back(front.anchor + cell);
|
||||
}
|
||||
for (const Port& port : mask.outputPorts)
|
||||
{
|
||||
Port absPort;
|
||||
absPort.tile = front.anchor + port.tile;
|
||||
absPort.direction = port.direction;
|
||||
building.outputPorts.push_back(absPort);
|
||||
}
|
||||
building.emergingItems.resize(building.outputPorts.size());
|
||||
building.inputPorts = computeInputPorts(building.bodyCells, building.outputPorts);
|
||||
building.incomingItems.assign(building.inputPorts.size(), {});
|
||||
|
||||
if (building.type == BuildingType::SalvageBay)
|
||||
{
|
||||
initSalvageBayBuffer(m_config, building);
|
||||
}
|
||||
else if (isAutoRecipeBuildingType(building.type))
|
||||
{
|
||||
// Smelter/Reprocessing Plant need no recipe selection; buffers are set
|
||||
// up from all recipes of the type (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING).
|
||||
initAutoBuffers(m_config, building);
|
||||
}
|
||||
else if (!building.recipeId.empty())
|
||||
{
|
||||
if (building.type == BuildingType::Shipyard)
|
||||
{
|
||||
initShipyardBuffers(m_config, building);
|
||||
}
|
||||
else
|
||||
{
|
||||
const RecipeDef* recipe = m_config.recipes.findRecipeDef(building.recipeId, building.type);
|
||||
if (recipe)
|
||||
{
|
||||
initBuffers(building, *recipe);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Register with BeltSystem before the move (mask/building stays valid). Any
|
||||
// filters configured while under construction carry over (REQ-BLD-SITE-CONFIG).
|
||||
reregisterBeltTile(belts, m_config, building, front.splitterFilterA, front.splitterFilterB);
|
||||
|
||||
state.buildings.push_back(std::move(building));
|
||||
|
||||
state.constructionQueue.pop_front();
|
||||
|
||||
// Start next queued site if present.
|
||||
if (!state.constructionQueue.empty() && state.constructionQueue.front().completesAt == 0)
|
||||
{
|
||||
const BuildingDef* nextDef =
|
||||
m_config.buildings.findBuildingDef(state.constructionQueue.front().type);
|
||||
if (nextDef)
|
||||
{
|
||||
state.constructionQueue.front().completesAt =
|
||||
currentTick + secondsToTicks(nextDef->constructionTimeSeconds);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
30
src/lib/sim/ConstructionSystem.h
Normal file
30
src/lib/sim/ConstructionSystem.h
Normal file
@@ -0,0 +1,30 @@
|
||||
#pragma once
|
||||
|
||||
#include "BeltSystem.h"
|
||||
#include "FactoryState.h"
|
||||
#include "GameConfig.h"
|
||||
#include "Tick.h"
|
||||
|
||||
// Advances the construction queue and turns a finished site into an operational
|
||||
// building (REQ-BLD-CONSTRUCTION). One site is built at a time, in queue order:
|
||||
// the front site's timer runs, and when it elapses the site becomes a Building —
|
||||
// its ports and buffers are derived from its definition, its belt tile is handed
|
||||
// back to BeltSystem, and the next queued site starts.
|
||||
//
|
||||
// It completes the building itself rather than handing the finished site back to
|
||||
// BuildingSystem: everything materialisation needs is either in FactoryState, the
|
||||
// config, or a free function (see BuildingBuffers.h, PortGeometry.h), so there is
|
||||
// no intermediate value to pass and no ordering rule between two calls.
|
||||
//
|
||||
// Holds only the config; the world it works on arrives per tick, like the other
|
||||
// systems in lib/ecs/system.
|
||||
class ConstructionSystem
|
||||
{
|
||||
public:
|
||||
explicit ConstructionSystem(const GameConfig& config) : m_config(config) {}
|
||||
|
||||
void tick(FactoryState& state, BeltSystem& belts, Tick currentTick);
|
||||
|
||||
private:
|
||||
const GameConfig& m_config;
|
||||
};
|
||||
67
src/lib/sim/DeconstructionSystem.cpp
Normal file
67
src/lib/sim/DeconstructionSystem.cpp
Normal file
@@ -0,0 +1,67 @@
|
||||
#include "DeconstructionSystem.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "Building.h"
|
||||
#include "tracing.h"
|
||||
|
||||
void startFrontDeconstruction(FactoryState& state, const GameConfig& config,
|
||||
Tick currentTick)
|
||||
{
|
||||
if (state.deconstructionQueue.empty()) { return; }
|
||||
DeconstructionEntry& front = state.deconstructionQueue.front();
|
||||
if (front.completesAt == 0)
|
||||
{
|
||||
front.completesAt =
|
||||
currentTick + secondsToTicks(config.world.deconstructionTimeSeconds);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void DeconstructionSystem::tick(FactoryState& state, Tick currentTick)
|
||||
{
|
||||
TRACE();
|
||||
if (state.deconstructionQueue.empty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
DeconstructionEntry& front = state.deconstructionQueue.front();
|
||||
|
||||
// Guard: if the front entry's timer was never started, start it now.
|
||||
if (front.completesAt == 0)
|
||||
{
|
||||
startFrontDeconstruction(state, m_config, currentTick);
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentTick < front.completesAt)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Remove the building from the world and credit its refund (REQ-BLD-DECONSTRUCT).
|
||||
// Belt/tunnel/splitter tiles were already unregistered when the building was
|
||||
// queued (see deconstruct), so only tile occupancy and the record remain.
|
||||
for (std::vector<Building>::iterator it = state.buildings.begin();
|
||||
it != state.buildings.end();
|
||||
++it)
|
||||
{
|
||||
if (it->id != front.id) { continue; }
|
||||
|
||||
const BuildingDef* def = m_config.buildings.findBuildingDef(it->type);
|
||||
state.grid.release(it->bodyCells);
|
||||
state.buildings.erase(it);
|
||||
if (def)
|
||||
{
|
||||
m_addBuildingBlocks(def->cost * m_config.world.refundPercentage / 100);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
state.deconstructionQueue.pop_front();
|
||||
|
||||
// Start the next queued deconstruction, if any.
|
||||
startFrontDeconstruction(state, m_config, currentTick);
|
||||
}
|
||||
|
||||
36
src/lib/sim/DeconstructionSystem.h
Normal file
36
src/lib/sim/DeconstructionSystem.h
Normal file
@@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
|
||||
#include <functional>
|
||||
|
||||
#include "FactoryState.h"
|
||||
#include "GameConfig.h"
|
||||
#include "Tick.h"
|
||||
|
||||
// The queue timer for pending demolitions (REQ-BLD-DECON-QUEUE): one building at a
|
||||
// time, in parallel with construction. When the front entry's timer elapses the
|
||||
// building is removed from the world, its tiles are released, and its partial refund
|
||||
// is credited.
|
||||
//
|
||||
// It needs no BeltSystem: a belt, splitter or tunnel end is unregistered the moment
|
||||
// it is queued (see BuildingSystem::deconstruct), not when the timer completes.
|
||||
//
|
||||
// Holds the config and the refund sink; the world arrives per tick.
|
||||
class DeconstructionSystem
|
||||
{
|
||||
public:
|
||||
DeconstructionSystem(const GameConfig& config,
|
||||
std::function<void(int)> addBuildingBlocks)
|
||||
: m_config(config), m_addBuildingBlocks(std::move(addBuildingBlocks)) {}
|
||||
|
||||
void tick(FactoryState& state, Tick currentTick);
|
||||
|
||||
private:
|
||||
const GameConfig& m_config;
|
||||
std::function<void(int)> m_addBuildingBlocks;
|
||||
};
|
||||
|
||||
// Starts the timer on the front entry of the deconstruction queue, if it has one and
|
||||
// it has not started yet. Shared: BuildingSystem::deconstruct starts the timer when it
|
||||
// queues the first entry, and DeconstructionSystem restarts it after each completion.
|
||||
void startFrontDeconstruction(FactoryState& state, const GameConfig& config,
|
||||
Tick currentTick);
|
||||
181
src/lib/sim/FactoryQueries.cpp
Normal file
181
src/lib/sim/FactoryQueries.cpp
Normal file
@@ -0,0 +1,181 @@
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <limits>
|
||||
|
||||
#include "PortGeometry.h"
|
||||
#include "SurfaceMask.h"
|
||||
|
||||
#include "Item.h"
|
||||
#include "ItemType.h"
|
||||
|
||||
const Building* findBuilding(const FactoryState& state, BuildingId id)
|
||||
{
|
||||
for (const Building& building : state.buildings)
|
||||
{
|
||||
if (building.id == id)
|
||||
{
|
||||
return &building;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Building* findBuilding(FactoryState& state, BuildingId id)
|
||||
{
|
||||
for (Building& building : state.buildings)
|
||||
{
|
||||
if (building.id == id)
|
||||
{
|
||||
return &building;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
const ConstructionSite* findSite(const FactoryState& state, BuildingId id)
|
||||
{
|
||||
for (const ConstructionSite& site : state.constructionQueue)
|
||||
{
|
||||
if (site.id == id)
|
||||
{
|
||||
return &site;
|
||||
}
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
std::vector<Building> getAllBuildings(const FactoryState& state)
|
||||
{
|
||||
return state.buildings;
|
||||
}
|
||||
|
||||
std::vector<ConstructionSite> getAllSites(const FactoryState& state)
|
||||
{
|
||||
return std::vector<ConstructionSite>(state.constructionQueue.begin(),
|
||||
state.constructionQueue.end());
|
||||
}
|
||||
|
||||
int getProductionBuildingCount(const FactoryState& state)
|
||||
{
|
||||
int count = 0;
|
||||
for (const Building& b : state.buildings)
|
||||
{
|
||||
if (isProductionBuildingType(b.type)) { ++count; }
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
int getActiveProductionBuildingCount(const FactoryState& state)
|
||||
{
|
||||
int count = 0;
|
||||
for (const Building& b : state.buildings)
|
||||
{
|
||||
if (isProductionBuildingType(b.type) && b.production.has_value()) { ++count; }
|
||||
}
|
||||
return count;
|
||||
}
|
||||
|
||||
bool isTileOccupied(const FactoryState& state, QPoint tile)
|
||||
{
|
||||
return state.grid.isOccupied(tile);
|
||||
}
|
||||
|
||||
bool isQueuedForDeconstruction(const FactoryState& state, BuildingId id)
|
||||
{
|
||||
const Building* building = findBuilding(state, id);
|
||||
return building && building->queuedForDeconstruction;
|
||||
}
|
||||
|
||||
const Building* findNearestBuilding(const FactoryState& state, QVector2D worldPos,
|
||||
BuildingType type)
|
||||
{
|
||||
const Building* best = nullptr;
|
||||
float bestDist = std::numeric_limits<float>::max();
|
||||
for (const Building& b : state.buildings)
|
||||
{
|
||||
if (b.type != type)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
QVector2D center(b.anchor.x() + b.footprint.width() / 2.0f,
|
||||
b.anchor.y() + b.footprint.height() / 2.0f);
|
||||
float dist = (center - worldPos).length();
|
||||
if (dist < bestDist)
|
||||
{
|
||||
bestDist = dist;
|
||||
best = &b;
|
||||
}
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
bool deliverScrapToSalvageBay(FactoryState& state, BuildingId bayId)
|
||||
{
|
||||
Building* bay = findBuilding(state, bayId);
|
||||
if (!bay || bay->type != BuildingType::SalvageBay)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (bay->queuedForDeconstruction)
|
||||
{
|
||||
return false; // queued for deconstruction: stopped operating (REQ-BLD-DECON-QUEUE)
|
||||
}
|
||||
// Emerging scrap still counts against the bay's holding capacity
|
||||
// (REQ-MAT-OUTPUT-EMERGE).
|
||||
if (bay->getOutputItemCount() >= bay->outputBuffer.capacity)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
bay->outputBuffer.items.push_back(Item{ItemType{"scrap"}});
|
||||
return true;
|
||||
}
|
||||
|
||||
std::vector<Port> getInputPorts(const FactoryState& state, const GameConfig& config,
|
||||
BuildingId id)
|
||||
{
|
||||
if (const Building* building = findBuilding(state, id))
|
||||
{
|
||||
return building->inputPorts;
|
||||
}
|
||||
if (const ConstructionSite* site = findSite(state, id))
|
||||
{
|
||||
// A site stores no ports; derive its output ports from the mask (absolute)
|
||||
// and run the same input-edge scan (REQ-BLD-BELT-DRAG, REQ-MAT-INPUT-PORTS).
|
||||
const BuildingDef* def = config.buildings.findBuildingDef(site->type);
|
||||
if (def == nullptr) { return {}; }
|
||||
const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, site->rotation);
|
||||
std::vector<Port> outputPortsAbsolute;
|
||||
outputPortsAbsolute.reserve(mask.outputPorts.size());
|
||||
for (const Port& port : mask.outputPorts)
|
||||
{
|
||||
outputPortsAbsolute.push_back(Port{ site->anchor + port.tile, port.direction });
|
||||
}
|
||||
return computeInputPorts(site->bodyCells, outputPortsAbsolute);
|
||||
}
|
||||
return {};
|
||||
}
|
||||
|
||||
|
||||
std::optional<BeltSystem::SplitterInfo>
|
||||
getSiteSplitterInfo(const FactoryState& state, const GameConfig& config, BuildingId id)
|
||||
{
|
||||
for (const ConstructionSite& site : state.constructionQueue)
|
||||
{
|
||||
if (site.id != id) { continue; }
|
||||
if (site.type != BuildingType::Splitter) { return std::nullopt; }
|
||||
|
||||
const BuildingDef* def = config.buildings.findBuildingDef(site.type);
|
||||
const ParsedSurfaceMask mask = parseSurfaceMask(
|
||||
def ? def->surfaceMask : std::vector<std::string>{}, site.rotation);
|
||||
if (mask.outputPorts.size() < 2) { return std::nullopt; }
|
||||
|
||||
BeltSystem::SplitterInfo info;
|
||||
info.outputA = mask.outputPorts[0].direction;
|
||||
info.outputB = mask.outputPorts[1].direction;
|
||||
info.filterA = site.splitterFilterA;
|
||||
info.filterB = site.splitterFilterB;
|
||||
return info;
|
||||
}
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
71
src/lib/sim/FactoryQueries.h
Normal file
71
src/lib/sim/FactoryQueries.h
Normal file
@@ -0,0 +1,71 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
#include <QVector2D>
|
||||
|
||||
#include "Building.h"
|
||||
#include "BuildingId.h"
|
||||
#include "BuildingType.h"
|
||||
#include "BeltSystem.h"
|
||||
#include "FactoryState.h"
|
||||
#include "GameConfig.h"
|
||||
#include "Port.h"
|
||||
|
||||
// Queries and operations over the factory's world data that need nothing but that
|
||||
// data — no config, no belts, no RNG. Free functions rather than BuildingSystem
|
||||
// methods so that callers depend on the data they read instead of on the system
|
||||
// that happens to tick it (see FactoryState.h).
|
||||
//
|
||||
// Most need nothing but the state. The two at the bottom also take the config,
|
||||
// because answering them means reading a building definition — but still no belts,
|
||||
// no RNG and no system.
|
||||
|
||||
// The building with the given id, or nullptr when no building has it. Construction
|
||||
// sites are not buildings yet — use findSite for those.
|
||||
const Building* findBuilding(const FactoryState& state, BuildingId id);
|
||||
Building* findBuilding(FactoryState& state, BuildingId id);
|
||||
|
||||
// The queued construction site with the given id, or nullptr.
|
||||
const ConstructionSite* findSite(const FactoryState& state, BuildingId id);
|
||||
|
||||
std::vector<Building> getAllBuildings(const FactoryState& state);
|
||||
std::vector<ConstructionSite> getAllSites(const FactoryState& state);
|
||||
|
||||
// REQ-UI-DEBUG-OVERLAY "Max Factory Production": count of completed
|
||||
// (operational) Miner/Smelter/Assembler/ReprocessingPlant/Shipyard buildings.
|
||||
int getProductionBuildingCount(const FactoryState& state);
|
||||
|
||||
// REQ-UI-DEBUG-OVERLAY "Current Factory Production": subset of the above that
|
||||
// currently has an active production cycle.
|
||||
int getActiveProductionBuildingCount(const FactoryState& state);
|
||||
|
||||
bool isTileOccupied(const FactoryState& state, QPoint tile);
|
||||
|
||||
// True while the building is in the deconstruction queue (REQ-BLD-DECON-QUEUE).
|
||||
bool isQueuedForDeconstruction(const FactoryState& state, BuildingId id);
|
||||
|
||||
// The nearest building of the given type to a world position, or nullptr when
|
||||
// none exists. Distance is measured to the building's footprint centre.
|
||||
const Building* findNearestBuilding(const FactoryState& state, QVector2D worldPos,
|
||||
BuildingType type);
|
||||
|
||||
// Hands one scrap to a Salvage Bay's output buffer (REQ-BLD-SALVAGE-BAY). Fails
|
||||
// if the id is not a Salvage Bay, it is queued for deconstruction
|
||||
// (REQ-BLD-DECON-QUEUE), or its holding capacity is already taken — emerging
|
||||
// scrap counts against that capacity (REQ-MAT-OUTPUT-EMERGE).
|
||||
bool deliverScrapToSalvageBay(FactoryState& state, BuildingId bayId);
|
||||
|
||||
// Every belt-facing edge of the building or site with this id (REQ-MAT-INPUT-PORTS,
|
||||
// REQ-BLD-BELT-DRAG). Empty when the id is unknown. A site has no stored ports, so
|
||||
// they are derived from its surface mask.
|
||||
std::vector<Port> getInputPorts(const FactoryState& state, const GameConfig& config,
|
||||
BuildingId id);
|
||||
|
||||
// The two output directions and stored filters of a queued Splitter site
|
||||
// (REQ-BLD-SITE-CONFIG), or nullopt if the id is not one. Operational splitters are
|
||||
// configured through BeltSystem by tile instead.
|
||||
std::optional<BeltSystem::SplitterInfo> getSiteSplitterInfo(const FactoryState& state,
|
||||
const GameConfig& config,
|
||||
BuildingId id);
|
||||
66
src/lib/sim/FactoryState.h
Normal file
66
src/lib/sim/FactoryState.h
Normal file
@@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
|
||||
#include <deque>
|
||||
#include <vector>
|
||||
|
||||
#include "Building.h"
|
||||
#include "GameConfig.h"
|
||||
#include "BuildingGrid.h"
|
||||
#include "BuildingId.h"
|
||||
#include "ItemType.h"
|
||||
#include "Tick.h"
|
||||
|
||||
// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
|
||||
// completesAt == 0 means "queued but its timer has not started yet"
|
||||
// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
|
||||
// here so cancelDeconstruction can restore them on re-registration.
|
||||
struct DeconstructionEntry
|
||||
{
|
||||
BuildingId id = kInvalidBuildingId;
|
||||
Tick completesAt = 0;
|
||||
std::vector<ItemType> splitterFilterA;
|
||||
std::vector<ItemType> splitterFilterB;
|
||||
};
|
||||
|
||||
// The factory's world data: every building, the work queued on them, and the
|
||||
// tile ownership index. This is the buildings-side counterpart to EntityAdmin —
|
||||
// data with no behaviour of its own beyond what BuildingGrid encapsulates.
|
||||
//
|
||||
// Buildings deliberately stay a plain vector rather than becoming EnTT entities
|
||||
// (see docs/architecture.md). Separating this data from the systems that operate
|
||||
// on it is not a step toward putting them in the entity model; it is the same
|
||||
// data/behaviour split the ecs/system/ classes already follow, where world data
|
||||
// arrives as a tick argument instead of being owned by the system.
|
||||
//
|
||||
// Owned by Simulation (and by ArenaSimulation in the balancing tool), not by the
|
||||
// systems that operate on it. BuildingSystem holds a reference. The remaining step
|
||||
// is to pass this into the tick methods instead, so the systems become stateless
|
||||
// over it — that one is gated on the query surface, which today reaches the data
|
||||
// through BuildingSystem's ~180 const call sites.
|
||||
struct FactoryState
|
||||
{
|
||||
std::vector<Building> buildings;
|
||||
std::deque<ConstructionSite> constructionQueue;
|
||||
std::deque<DeconstructionEntry> deconstructionQueue;
|
||||
|
||||
// The authority on which building owns which tile; every placement and removal
|
||||
// path claims and releases its body cells here.
|
||||
BuildingGrid grid;
|
||||
|
||||
// Current buildable asteroid width, the left bound for placement. Grows as the
|
||||
// player buys expansions (REQ-EXP-UNLOCK). Deliberately not checksummed: it is
|
||||
// derived from config and Simulation's expansion count, which is folded already.
|
||||
// Seeded from config by BuildingSystem's constructor.
|
||||
int asteroidWidth_tiles = 0;
|
||||
};
|
||||
|
||||
// A fresh factory for a new run: nothing built, and the asteroid bound seeded from
|
||||
// config. Every owner of a FactoryState creates it this way — the bound has no
|
||||
// sensible default without the config, so a default-constructed state would refuse
|
||||
// every placement on the asteroid.
|
||||
inline FactoryState makeFactoryState(const GameConfig& config)
|
||||
{
|
||||
FactoryState state;
|
||||
state.asteroidWidth_tiles = config.world.regions.asteroidWidth_tiles;
|
||||
return state;
|
||||
}
|
||||
121
src/lib/sim/PlacementRules.cpp
Normal file
121
src/lib/sim/PlacementRules.cpp
Normal file
@@ -0,0 +1,121 @@
|
||||
#include "PlacementRules.h"
|
||||
|
||||
#include "BuildingType.h"
|
||||
#include "FactoryQueries.h"
|
||||
#include "SurfaceMask.h"
|
||||
|
||||
bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& config,const std::vector<QPoint>& bodyCells,
|
||||
QPoint anchor)
|
||||
{
|
||||
const int heightTiles = config.world.heightTiles;
|
||||
const int leftEdgeX = -state.asteroidWidth_tiles;
|
||||
for (const QPoint& cell : bodyCells)
|
||||
{
|
||||
const QPoint worldCell = anchor + cell;
|
||||
if (worldCell.y() < 0 || worldCell.y() >= heightTiles)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (worldCell.x() < leftEdgeX)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
bool isPlacementValid(const FactoryState& state, const GameConfig& config,BuildingType type, QPoint anchor,
|
||||
Rotation rotation)
|
||||
{
|
||||
const BuildingDef* def = config.buildings.findBuildingDef(type);
|
||||
if (def == nullptr)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rotation);
|
||||
|
||||
if (!bodyCellsWithinWorldBounds(state, config, mask.bodyCells, anchor))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Terrain: ship-dock (S) cells must sit in space (x >= 0); all other body
|
||||
// (A) cells must sit on the asteroid (x < 0). (REQ-BLD-PLACE-VALID)
|
||||
for (const QPoint& cell : mask.bodyCells)
|
||||
{
|
||||
const QPoint worldCell = anchor + cell;
|
||||
bool isShipDock = false;
|
||||
for (const QPoint& dock : mask.shipDockCells)
|
||||
{
|
||||
if (dock == cell)
|
||||
{
|
||||
isShipDock = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (isShipDock)
|
||||
{
|
||||
if (worldCell.x() < 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else if (worldCell.x() >= 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state, const GameConfig& config,
|
||||
BuildingType type, QPoint anchor, Rotation rot)
|
||||
{
|
||||
// Tunnel Entries and Tunnel Exits cannot be rotated in place; re-orienting a
|
||||
// tunnel requires deconstructing and re-placing it (REQ-BLD-ROTATE-IN-PLACE).
|
||||
if (type == BuildingType::TunnelEntry || type == BuildingType::TunnelExit)
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
const BuildingDef* def = config.buildings.findBuildingDef(type);
|
||||
if (!def) { return std::nullopt; }
|
||||
|
||||
const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rot);
|
||||
if (mask.bodyCells.empty()) { return std::nullopt; }
|
||||
|
||||
// All body cells must be occupied by the same entity.
|
||||
const QPoint firstAbs = anchor + mask.bodyCells[0];
|
||||
const std::optional<BuildingId> firstOwner = state.grid.findOwner(firstAbs);
|
||||
if (!firstOwner.has_value()) { return std::nullopt; }
|
||||
const BuildingId candidateId = *firstOwner;
|
||||
|
||||
for (const QPoint& rel : mask.bodyCells)
|
||||
{
|
||||
const std::optional<BuildingId> owner = state.grid.findOwner(anchor + rel);
|
||||
if (!owner.has_value() || *owner != candidateId)
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
}
|
||||
|
||||
// Verify the candidate is the same building type with the same cell count.
|
||||
for (const ConstructionSite& site : state.constructionQueue)
|
||||
{
|
||||
if (site.id != candidateId) { continue; }
|
||||
if (site.type != type) { return std::nullopt; }
|
||||
if (site.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
|
||||
return candidateId;
|
||||
}
|
||||
for (const Building& b : state.buildings)
|
||||
{
|
||||
if (b.id != candidateId) { continue; }
|
||||
if (b.type != type) { return std::nullopt; }
|
||||
if (b.bodyCells.size() != mask.bodyCells.size()) { return std::nullopt; }
|
||||
return candidateId;
|
||||
}
|
||||
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
38
src/lib/sim/PlacementRules.h
Normal file
38
src/lib/sim/PlacementRules.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
|
||||
#include "BuildingId.h"
|
||||
#include "BuildingType.h"
|
||||
#include "FactoryState.h"
|
||||
#include "GameConfig.h"
|
||||
#include "Rotation.h"
|
||||
|
||||
// Where a building may be placed, and what is already sitting on those tiles.
|
||||
// Free functions over the factory state and the config — they read no other
|
||||
// system state, so they do not belong to BuildingSystem.
|
||||
|
||||
// True if every body cell lies inside the world: 0 <= y < world.height_tiles and
|
||||
// x >= the current asteroid left edge (REQ-BLD-PLACE-VALID). Terrain type is not
|
||||
// checked — see isPlacementValid for the full rule.
|
||||
bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& config,
|
||||
const std::vector<QPoint>& bodyCells, QPoint anchor);
|
||||
|
||||
// True if the placement satisfies REQ-BLD-PLACE-VALID terrain and world-bounds
|
||||
// rules: every ship-dock (S) cell sits in space (x >= 0), every other body (A)
|
||||
// cell sits on the asteroid (x < 0 and x >= the left edge), and every cell has
|
||||
// 0 <= y < world.height_tiles. There is no right-side bound — space extends
|
||||
// rightward. Tile occupancy is NOT checked here.
|
||||
bool isPlacementValid(const FactoryState& state, const GameConfig& config,
|
||||
BuildingType type, QPoint anchor, Rotation rotation);
|
||||
|
||||
// The building or site that a ghost of the given type/anchor/rotation would
|
||||
// rotate in place rather than replace: same type, same body cells, one owner
|
||||
// (REQ-BLD-ROTATE-IN-PLACE). Tunnels never qualify.
|
||||
std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state,
|
||||
const GameConfig& config,
|
||||
BuildingType type, QPoint anchor,
|
||||
Rotation rot);
|
||||
142
src/lib/sim/ProductionRules.cpp
Normal file
142
src/lib/sim/ProductionRules.cpp
Normal file
@@ -0,0 +1,142 @@
|
||||
#include "ProductionRules.h"
|
||||
|
||||
#include "BuildingType.h"
|
||||
#include "ItemType.h"
|
||||
#include "ModulesConfig.h"
|
||||
#include "ShipsConfig.h"
|
||||
|
||||
std::vector<const RecipeDef*>
|
||||
gatherCandidateRecipes(const GameConfig& config, const Building& b)
|
||||
{
|
||||
std::vector<const RecipeDef*> candidates;
|
||||
if (isAutoRecipeBuildingType(b.type))
|
||||
{
|
||||
for (const RecipeDef& r : config.recipes.recipes)
|
||||
{
|
||||
if (r.building == b.type && !r.inputs.empty())
|
||||
{
|
||||
candidates.push_back(&r);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
const RecipeDef* recipe = config.recipes.findRecipeDef(b.recipeId, b.type);
|
||||
if (recipe)
|
||||
{
|
||||
candidates.push_back(recipe);
|
||||
}
|
||||
}
|
||||
return candidates;
|
||||
}
|
||||
bool recipeInputsAvailable(const Building& b, const RecipeDef& recipe)
|
||||
{
|
||||
for (const RecipeIngredient& ing : recipe.inputs)
|
||||
{
|
||||
const std::map<ItemType, int>::const_iterator it =
|
||||
b.inputBuffer.counts.find(ItemType{ing.item});
|
||||
const int have = (it != b.inputBuffer.counts.end()) ? it->second : 0;
|
||||
if (have < ing.amount)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
std::map<std::string, int>
|
||||
computeShipyardRequiredMaterials(const GameConfig& config, const Building& b)
|
||||
{
|
||||
std::map<std::string, int> requiredMaterials;
|
||||
const ShipDef* shipDef = config.ships.findShipDef(b.recipeId);
|
||||
if (!shipDef)
|
||||
{
|
||||
return requiredMaterials;
|
||||
}
|
||||
for (const RecipeIngredient& ing : shipDef->schematic.materials)
|
||||
{
|
||||
requiredMaterials[ing.item] += 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)
|
||||
{
|
||||
requiredMaterials[ing.item] += ing.amount;
|
||||
}
|
||||
}
|
||||
}
|
||||
return requiredMaterials;
|
||||
}
|
||||
bool hasInputsToStart(const GameConfig& config, const Building& b)
|
||||
{
|
||||
if (b.type == BuildingType::Shipyard)
|
||||
{
|
||||
const std::map<std::string, int> required =
|
||||
computeShipyardRequiredMaterials(config, b);
|
||||
for (const std::pair<const std::string, int>& req : required)
|
||||
{
|
||||
const std::map<ItemType, int>::const_iterator it =
|
||||
b.inputBuffer.counts.find(ItemType{req.first});
|
||||
const int have = (it != b.inputBuffer.counts.end()) ? it->second : 0;
|
||||
if (have < req.second)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
// Recipe buildings: startable if any candidate recipe's inputs are satisfied.
|
||||
// A Miner recipe has no inputs, so an idle Miner is always startable and its
|
||||
// only idle reason is a full output buffer.
|
||||
for (const RecipeDef* recipe : gatherCandidateRecipes(config, b))
|
||||
{
|
||||
if (recipeInputsAvailable(b, *recipe))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
std::optional<ProductionStatus>
|
||||
getProductionStatus(const GameConfig& config, const Building& building)
|
||||
{
|
||||
// Salvage Bay has no recipe or production cycle (REQ-BLD-SALVAGE-BAY): it is
|
||||
// "producing" while it holds scrap to push out, and starved when empty.
|
||||
if (building.type == BuildingType::SalvageBay)
|
||||
{
|
||||
return building.getOutputItemCount() >= 1 ? ProductionStatus::Producing
|
||||
: ProductionStatus::Starved;
|
||||
}
|
||||
|
||||
// Only the five recipe/cycle production types show a status light besides the
|
||||
// Salvage Bay; belts, splitters, tunnels, HQ, and stations show none.
|
||||
if (!isProductionBuildingType(building.type))
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
// Grey only applies to player-configured types; auto-recipe buildings
|
||||
// (Smelter, Reprocessing Plant) always run an implicit recipe.
|
||||
if (!isAutoRecipeBuildingType(building.type) && building.recipeId.empty())
|
||||
{
|
||||
return ProductionStatus::Unconfigured;
|
||||
}
|
||||
|
||||
if (building.production.has_value())
|
||||
{
|
||||
return ProductionStatus::Producing;
|
||||
}
|
||||
|
||||
// Idle: missing inputs (red) take precedence over a full output buffer
|
||||
// (yellow). If inputs are present yet the building is idle, the only remaining
|
||||
// reason it could not start a cycle is a full output buffer (REQ-MAT-CYCLE).
|
||||
return hasInputsToStart(config, building) ? ProductionStatus::Blocked
|
||||
: ProductionStatus::Starved;
|
||||
}
|
||||
47
src/lib/sim/ProductionRules.h
Normal file
47
src/lib/sim/ProductionRules.h
Normal file
@@ -0,0 +1,47 @@
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <optional>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "Building.h"
|
||||
#include "GameConfig.h"
|
||||
#include "RecipesConfig.h"
|
||||
|
||||
// Production state of a building for the UI status light (REQ-UI-STATUS-LIGHT).
|
||||
// The simulation owns the classification so it stays in sync with the
|
||||
// production-cycle predicates (REQ-MAT-CYCLE); the UI maps each value to a fill
|
||||
// color.
|
||||
enum class ProductionStatus
|
||||
{
|
||||
Unconfigured, // no recipe/schematic selected (grey)
|
||||
Producing, // a production cycle is active (green)
|
||||
Starved, // idle: a required input is missing / Salvage Bay empty (red)
|
||||
Blocked, // idle: output buffer full, inputs otherwise present (yellow)
|
||||
};
|
||||
|
||||
// The rules deciding what a building can produce and whether it can start.
|
||||
// Pure functions of the config and the building itself — they read no factory
|
||||
// state, so they are free functions rather than BuildingSystem members.
|
||||
|
||||
// Recipes this building could run: every recipe of its type for an auto-recipe
|
||||
// building (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING), otherwise just its selected one.
|
||||
std::vector<const RecipeDef*> gatherCandidateRecipes(const GameConfig& config,
|
||||
const Building& b);
|
||||
|
||||
// True when the building's input buffer holds every ingredient the recipe needs.
|
||||
bool recipeInputsAvailable(const Building& b, const RecipeDef& recipe);
|
||||
|
||||
// Total materials a shipyard needs for its schematic plus its placed modules
|
||||
// (REQ-BLD-SHIPYARD), keyed by item id.
|
||||
std::map<std::string, int> computeShipyardRequiredMaterials(const GameConfig& config,
|
||||
const Building& b);
|
||||
|
||||
// True when a production cycle could start right now, ignoring output-buffer space.
|
||||
bool hasInputsToStart(const GameConfig& config, const Building& b);
|
||||
|
||||
// Status light for a building, or nullopt for types that show none — belts,
|
||||
// splitters, tunnels, HQ and defence stations (REQ-UI-STATUS-LIGHT).
|
||||
std::optional<ProductionStatus> getProductionStatus(const GameConfig& config,
|
||||
const Building& building);
|
||||
@@ -1,12 +1,16 @@
|
||||
#include "Simulation.h"
|
||||
|
||||
#include "FactoryQueries.h"
|
||||
#include "ConstructionSystem.h"
|
||||
#include "DeconstructionSystem.h"
|
||||
#include "PlacementRules.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
|
||||
#include "AiSystem.h"
|
||||
#include "Command.h"
|
||||
#include "DisplayName.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "CombatSystem.h"
|
||||
#include "DynamicBodyComponent.h"
|
||||
@@ -43,14 +47,16 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
|
||||
, m_hqProxyEntity(entt::null)
|
||||
, m_playerStation1Entity(entt::null)
|
||||
, m_playerStation2Entity(entt::null)
|
||||
, m_unlockState(m_config)
|
||||
, m_beltSystem(m_config.world.beltSpeed_tps)
|
||||
{
|
||||
m_currentEnemyStationEntities[0] = entt::null;
|
||||
m_currentEnemyStationEntities[1] = entt::null;
|
||||
m_factoryState = makeFactoryState(m_config);
|
||||
|
||||
initializeSubsystems();
|
||||
|
||||
initializeUnlockState();
|
||||
m_unlockState.initializeUnlockState();
|
||||
placeInitialStructures();
|
||||
registerForEvents();
|
||||
}
|
||||
@@ -94,10 +100,11 @@ void Simulation::reset(unsigned int seed)
|
||||
m_pendingSchematicChoices.clear();
|
||||
|
||||
m_admin.clear();
|
||||
m_factoryState = makeFactoryState(m_config);
|
||||
m_beltSystem = BeltSystem(m_config.world.beltSpeed_tps);
|
||||
initializeSubsystems();
|
||||
|
||||
initializeUnlockState();
|
||||
m_unlockState.initializeUnlockState();
|
||||
placeInitialStructures();
|
||||
}
|
||||
|
||||
@@ -110,9 +117,7 @@ void Simulation::initializeSubsystems()
|
||||
[this](int amount) { m_buildingBlocksStock += amount; },
|
||||
[this](const std::string& id, QVector2D pos,
|
||||
const std::optional<ShipLayoutConfig>& layout) {
|
||||
const std::map<std::string, SchematicState>::const_iterator it =
|
||||
m_schematicLevels.find(id);
|
||||
if (it == m_schematicLevels.end() || !it->second.unlocked)
|
||||
if (!isSchematicUnlocked(id))
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -120,6 +125,9 @@ void Simulation::initializeSubsystems()
|
||||
},
|
||||
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
|
||||
m_rng);
|
||||
m_constructionSystem = std::make_unique<ConstructionSystem>(m_config);
|
||||
m_deconstructionSystem = std::make_unique<DeconstructionSystem>(
|
||||
m_config, [this](int amount) { m_buildingBlocksStock += amount; });
|
||||
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
|
||||
m_aiSystem = std::make_unique<AiSystem>(m_config);
|
||||
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
|
||||
@@ -131,55 +139,6 @@ void Simulation::initializeSubsystems()
|
||||
m_combatSystem = std::make_unique<CombatSystem>(m_config);
|
||||
}
|
||||
|
||||
void Simulation::initializeUnlockState()
|
||||
{
|
||||
// Cache the ids granted by some unlock group (REQ-LOCK-EXPLICIT); an item
|
||||
// starts locked iff it is granted by a group.
|
||||
m_grantedShipIds.clear();
|
||||
m_grantedModuleIds.clear();
|
||||
m_grantedBuildingIds.clear();
|
||||
m_grantedRecipeIds.clear();
|
||||
for (const UnlockGroupDef& group : m_config.unlocks.groups)
|
||||
{
|
||||
m_grantedShipIds.insert(group.ships.begin(), group.ships.end());
|
||||
m_grantedModuleIds.insert(group.modules.begin(), group.modules.end());
|
||||
m_grantedBuildingIds.insert(group.buildings.begin(), group.buildings.end());
|
||||
m_grantedRecipeIds.insert(group.recipes.begin(), group.recipes.end());
|
||||
}
|
||||
|
||||
m_awardedUnlockGroupIds.clear();
|
||||
|
||||
m_schematicLevels.clear();
|
||||
for (const ShipDef& def : m_config.ships.ships)
|
||||
{
|
||||
SchematicState state;
|
||||
state.unlocked = (m_grantedShipIds.count(def.id) == 0);
|
||||
m_schematicLevels[def.id] = state;
|
||||
}
|
||||
|
||||
m_moduleSchematicLevels.clear();
|
||||
for (const ModuleDef& def : m_config.modules.modules)
|
||||
{
|
||||
SchematicState state;
|
||||
state.unlocked = (m_grantedModuleIds.count(def.id) == 0);
|
||||
m_moduleSchematicLevels[def.id] = state;
|
||||
}
|
||||
|
||||
m_buildingLevels.clear();
|
||||
for (const BuildingDef& def : m_config.buildings.buildings)
|
||||
{
|
||||
SchematicState state;
|
||||
state.unlocked = (m_grantedBuildingIds.count(def.id) == 0);
|
||||
m_buildingLevels[def.id] = state;
|
||||
}
|
||||
|
||||
// Gated assembler recipes start locked; unlocked_at_start recipes are handled
|
||||
// in the REQ-LOCK-IMPLICIT traversal, not tracked here.
|
||||
m_unlockedRecipeSchematicIds.clear();
|
||||
|
||||
recomputeUnlocked();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// tick
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -199,15 +158,15 @@ void Simulation::apply(const Command& command)
|
||||
const BuildingId id = *placed;
|
||||
if (c.recipeId.has_value())
|
||||
{
|
||||
m_buildingSystem->setRecipe(id, *c.recipeId);
|
||||
m_buildingSystem->setRecipe(m_factoryState, id, *c.recipeId);
|
||||
}
|
||||
if (c.shipLayout.has_value())
|
||||
{
|
||||
m_buildingSystem->setShipLayout(id, *c.shipLayout);
|
||||
m_buildingSystem->setShipLayout(m_factoryState, id, *c.shipLayout);
|
||||
}
|
||||
if (c.hasSplitterFilters)
|
||||
{
|
||||
m_buildingSystem->setSiteSplitterFilters(id, c.splitterFilterA, c.splitterFilterB);
|
||||
m_buildingSystem->setSiteSplitterFilters(m_factoryState, id, c.splitterFilterA, c.splitterFilterB);
|
||||
}
|
||||
break;
|
||||
}
|
||||
@@ -220,26 +179,26 @@ void Simulation::apply(const Command& command)
|
||||
case CommandKind::RotateInPlace:
|
||||
{
|
||||
const RotateInPlaceCommand& c = static_cast<const RotateInPlaceCommand&>(command);
|
||||
m_buildingSystem->rotateInPlace(*c.id, c.newRotation);
|
||||
m_buildingSystem->rotateInPlace(m_factoryState, *c.id, c.newRotation);
|
||||
break;
|
||||
}
|
||||
case CommandKind::SetRecipe:
|
||||
{
|
||||
const SetRecipeCommand& c = static_cast<const SetRecipeCommand&>(command);
|
||||
m_buildingSystem->setRecipe(*c.id, c.recipeId);
|
||||
m_buildingSystem->setRecipe(m_factoryState, *c.id, c.recipeId);
|
||||
break;
|
||||
}
|
||||
case CommandKind::SetShipLayout:
|
||||
{
|
||||
const SetShipLayoutCommand& c = static_cast<const SetShipLayoutCommand&>(command);
|
||||
m_buildingSystem->setShipLayout(*c.id, c.layout);
|
||||
m_buildingSystem->setShipLayout(m_factoryState, *c.id, c.layout);
|
||||
break;
|
||||
}
|
||||
case CommandKind::SetSiteSplitterFilters:
|
||||
{
|
||||
const SetSiteSplitterFiltersCommand& c =
|
||||
static_cast<const SetSiteSplitterFiltersCommand&>(command);
|
||||
m_buildingSystem->setSiteSplitterFilters(*c.id, c.filterA, c.filterB);
|
||||
m_buildingSystem->setSiteSplitterFilters(m_factoryState, *c.id, c.filterA, c.filterB);
|
||||
break;
|
||||
}
|
||||
case CommandKind::SetSplitterFilters:
|
||||
@@ -289,12 +248,12 @@ void Simulation::tick()
|
||||
m_waveSystem->tickThreatAccumulation();
|
||||
|
||||
// Construction + production pipeline
|
||||
m_buildingSystem->tickConstruction(m_currentTick);
|
||||
m_buildingSystem->tickDeconstruction(m_currentTick); // parallel to construction
|
||||
m_buildingSystem->tickBeltPull(); // step 3
|
||||
m_buildingSystem->tickProduction(m_currentTick); // step 4
|
||||
m_buildingSystem->tickShipyardProduction(m_currentTick); // step 4b
|
||||
m_buildingSystem->tickOutputBelts(); // step 5
|
||||
m_constructionSystem->tick(m_factoryState, m_beltSystem, m_currentTick);
|
||||
m_deconstructionSystem->tick(m_factoryState, m_currentTick); // parallel to construction
|
||||
m_buildingSystem->tickBeltPull(m_factoryState); // step 3
|
||||
m_buildingSystem->tickProduction(m_factoryState, m_currentTick); // step 4
|
||||
m_buildingSystem->tickShipyardProduction(m_factoryState, m_currentTick); // step 4b
|
||||
m_buildingSystem->tickOutputBelts(m_factoryState); // step 5
|
||||
m_beltSystem.tick(); // step 6
|
||||
|
||||
// Step 7: ship behavior systems (movement arbitration via intent priority)
|
||||
@@ -309,15 +268,14 @@ void Simulation::tick()
|
||||
m_shipSystem->clearMovementIntents();
|
||||
// Score-based behavior selection: evaluate, select winner, execute (sets
|
||||
// movement intent + preferred module targets only — no world mutation).
|
||||
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
|
||||
m_aiSystem->tick(m_admin, m_factoryState);
|
||||
// Module systems perform the world mutation (collection/delivery, healing).
|
||||
// Each emits its tool beams and applies its own delayed (mid-beam) effects.
|
||||
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, m_beamFiredEvents);
|
||||
m_salvagerSystem->tick(m_currentTick, m_factoryState, m_beamFiredEvents);
|
||||
m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
|
||||
|
||||
// Step 8: combat resolution
|
||||
m_combatSystem->tick(m_currentTick, m_admin,
|
||||
*m_buildingSystem, m_beamFiredEvents);
|
||||
m_combatSystem->tick(m_currentTick, m_admin, m_beamFiredEvents);
|
||||
|
||||
// Step 8b: deferred damage whose impact tick has arrived
|
||||
m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
|
||||
@@ -353,8 +311,7 @@ void Simulation::placeInitialStructures()
|
||||
(m_config.world.heightTiles - hqParsed.footprint.height()) / 2;
|
||||
const float hqHp =
|
||||
static_cast<float>(m_config.stations.hq.hpFormula.evaluate(0.0));
|
||||
m_hqBuildingId = m_buildingSystem->placeImmediate(
|
||||
BuildingType::Hq,
|
||||
m_hqBuildingId = m_buildingSystem->placeImmediate(m_factoryState, BuildingType::Hq,
|
||||
m_config.stations.hq.surfaceMask,
|
||||
QPoint(hqAnchorX, hqAnchorY),
|
||||
Rotation::East);
|
||||
@@ -403,7 +360,7 @@ void Simulation::placeInitialStructures()
|
||||
m_admin.addComponent<ModuleOwnerComponent>(wChild,
|
||||
ModuleOwnerComponent{m_playerStation1Entity});
|
||||
}
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
|
||||
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
|
||||
}
|
||||
{
|
||||
const QPoint anchor(psAnchorX, ps2Y);
|
||||
@@ -420,7 +377,7 @@ void Simulation::placeInitialStructures()
|
||||
m_admin.addComponent<ModuleOwnerComponent>(wChild,
|
||||
ModuleOwnerComponent{m_playerStation2Entity});
|
||||
}
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
|
||||
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
|
||||
}
|
||||
|
||||
// Rally point: center of the player defence stations' X column, world vertical midpoint.
|
||||
@@ -475,7 +432,7 @@ void Simulation::placeEnemyStationSet(int generation)
|
||||
m_admin.addComponent<ModuleOwnerComponent>(wChild,
|
||||
ModuleOwnerComponent{m_currentEnemyStationEntities[0]});
|
||||
}
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
|
||||
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
|
||||
}
|
||||
{
|
||||
const QPoint anchor(anchorX, y2);
|
||||
@@ -492,7 +449,7 @@ void Simulation::placeEnemyStationSet(int generation)
|
||||
m_admin.addComponent<ModuleOwnerComponent>(wChild,
|
||||
ModuleOwnerComponent{m_currentEnemyStationEntities[1]});
|
||||
}
|
||||
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
|
||||
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
|
||||
}
|
||||
}
|
||||
|
||||
@@ -566,7 +523,7 @@ void Simulation::tickDeathsAndLoot()
|
||||
{
|
||||
m_debrisSystem->spawn(pos.value, scrap, despawnAt);
|
||||
}
|
||||
m_buildingSystem->unregisterTileOccupancy(sb.bodyCells);
|
||||
m_buildingSystem->unregisterTileOccupancy(m_factoryState, sb.bodyCells);
|
||||
{
|
||||
std::vector<entt::entity> stationChildren;
|
||||
m_admin.forEach<ModuleOwnerComponent>(
|
||||
@@ -613,9 +570,9 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
|
||||
std::vector<const UnlockGroupDef*> pool;
|
||||
for (const UnlockGroupDef& group : m_config.unlocks.groups)
|
||||
{
|
||||
if (m_awardedUnlockGroupIds.count(group.id) > 0) { continue; }
|
||||
if (m_unlockState.isUnlockGroupAwarded(group.id)) { continue; }
|
||||
if (group.stationLevel < 0 || group.stationLevel > destroyedStationLevel) { continue; }
|
||||
if (!prerequisitesSatisfied(group.requiredGroupIds)) { continue; }
|
||||
if (!m_unlockState.prerequisitesSatisfied(group.requiredGroupIds)) { continue; }
|
||||
pool.push_back(&group);
|
||||
}
|
||||
|
||||
@@ -639,7 +596,7 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
|
||||
const std::size_t endIdx = pool.size() - 1 - static_cast<std::size_t>(i);
|
||||
std::swap(pool[rollIdx], pool[endIdx]);
|
||||
|
||||
m_pendingSchematicChoices.push_back(makeUnlockOption(*pool[endIdx]));
|
||||
m_pendingSchematicChoices.push_back(m_unlockState.makeUnlockOption(*pool[endIdx]));
|
||||
}
|
||||
|
||||
if (artifactRolled)
|
||||
@@ -651,48 +608,6 @@ void Simulation::generateSchematicChoices(int destroyedStationLevel)
|
||||
}
|
||||
}
|
||||
|
||||
SchematicChoiceOption Simulation::makeUnlockOption(const UnlockGroupDef& group) const
|
||||
{
|
||||
SchematicChoiceOption option;
|
||||
option.isArtifact = false;
|
||||
option.unlockGroupId = group.id;
|
||||
option.displayName = toDisplayName(group.id);
|
||||
|
||||
for (const std::string& id : group.ships)
|
||||
{
|
||||
option.grantedItems.push_back({SchematicType::Ship, id, toDisplayName(id)});
|
||||
}
|
||||
for (const std::string& id : group.modules)
|
||||
{
|
||||
option.grantedItems.push_back({SchematicType::Module, id, toDisplayName(id)});
|
||||
}
|
||||
for (const std::string& id : group.buildings)
|
||||
{
|
||||
option.grantedItems.push_back({SchematicType::Building, id, toDisplayName(id)});
|
||||
}
|
||||
for (const std::string& id : group.recipes)
|
||||
{
|
||||
option.grantedItems.push_back({SchematicType::Recipe, id, toDisplayName(id)});
|
||||
}
|
||||
|
||||
// REQ-DEF-SCHEMATIC-DROP: preview recipes newly implicitly unlocked by
|
||||
// awarding this whole group. Seed the hypothetical explicit-unlock sets with
|
||||
// every grant (ship + module materials via step 1a, recipe outputs via step
|
||||
// 1b), then diff against the current implicit set.
|
||||
std::set<std::string> hypotheticalShipIds = getUnlockedShipSchematicIds();
|
||||
std::set<std::string> hypotheticalModuleIds = getUnlockedModuleSchematicIds();
|
||||
std::set<std::string> hypotheticalRecipeSchematicIds = m_unlockedRecipeSchematicIds;
|
||||
for (const std::string& id : group.ships) { hypotheticalShipIds.insert(id); }
|
||||
for (const std::string& id : group.modules) { hypotheticalModuleIds.insert(id); }
|
||||
for (const std::string& id : group.recipes) { hypotheticalRecipeSchematicIds.insert(id); }
|
||||
|
||||
const UnlockedSets hypothetical = computeUnlockedSets(
|
||||
hypotheticalShipIds, hypotheticalModuleIds, hypotheticalRecipeSchematicIds);
|
||||
option.newlyUnlockedRecipeIds = computeNewlyUnlockedRecipeIds(hypothetical);
|
||||
|
||||
return option;
|
||||
}
|
||||
|
||||
void Simulation::applySchematicChoice(int choiceIndex)
|
||||
{
|
||||
assert(choiceIndex >= 0 && choiceIndex < static_cast<int>(m_pendingSchematicChoices.size()));
|
||||
@@ -709,204 +624,24 @@ void Simulation::applySchematicChoice(int choiceIndex)
|
||||
return;
|
||||
}
|
||||
|
||||
// Award the whole unlock group (REQ-DEF-SCHEMATIC-DROP): unlock every granted
|
||||
// ship, module, building, and assembler recipe at once.
|
||||
m_awardedUnlockGroupIds.insert(chosen.unlockGroupId);
|
||||
for (const GrantedSchematic& grant : chosen.grantedItems)
|
||||
{
|
||||
switch (grant.type)
|
||||
{
|
||||
case SchematicType::Ship: m_schematicLevels.at(grant.id).unlocked = true; break;
|
||||
case SchematicType::Module: m_moduleSchematicLevels.at(grant.id).unlocked = true; break;
|
||||
case SchematicType::Building: m_buildingLevels.at(grant.id).unlocked = true; break;
|
||||
case SchematicType::Recipe: m_unlockedRecipeSchematicIds.insert(grant.id); break;
|
||||
}
|
||||
}
|
||||
|
||||
recomputeUnlocked();
|
||||
m_unlockState.awardUnlockGroup(chosen);
|
||||
m_pendingSchematicChoices.clear();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Implicit unlock computation (REQ-LOCK-IMPLICIT)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void Simulation::recomputeUnlocked()
|
||||
{
|
||||
const UnlockedSets result = computeUnlockedSets(
|
||||
getUnlockedShipSchematicIds(), getUnlockedModuleSchematicIds(), m_unlockedRecipeSchematicIds);
|
||||
m_unlockedItemIds = result.itemIds;
|
||||
m_unlockedRecipeIds = result.recipeIds;
|
||||
}
|
||||
|
||||
std::set<std::string> Simulation::getUnlockedShipSchematicIds() const
|
||||
{
|
||||
std::set<std::string> ids;
|
||||
for (const auto& [id, state] : m_schematicLevels)
|
||||
{
|
||||
if (state.unlocked) { ids.insert(id); }
|
||||
}
|
||||
return ids;
|
||||
}
|
||||
|
||||
std::set<std::string> Simulation::getUnlockedModuleSchematicIds() const
|
||||
{
|
||||
std::set<std::string> ids;
|
||||
for (const auto& [id, state] : m_moduleSchematicLevels)
|
||||
{
|
||||
if (state.unlocked) { ids.insert(id); }
|
||||
}
|
||||
return ids;
|
||||
}
|
||||
|
||||
bool Simulation::prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const
|
||||
{
|
||||
// A prerequisite is satisfied only once the named unlock group has been
|
||||
// awarded (REQ-LOCK-PREREQ).
|
||||
for (const std::string& groupId : requiredGroupIds)
|
||||
{
|
||||
if (m_awardedUnlockGroupIds.count(groupId) == 0) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
Simulation::UnlockedSets Simulation::computeUnlockedSets(
|
||||
const std::set<std::string>& unlockedShipSchematicIds,
|
||||
const std::set<std::string>& unlockedModuleSchematicIds,
|
||||
const std::set<std::string>& unlockedRecipeSchematicIds) const
|
||||
{
|
||||
UnlockedSets result;
|
||||
|
||||
for (const ShipDef& def : m_config.ships.ships)
|
||||
{
|
||||
if (unlockedShipSchematicIds.count(def.id) == 0) { continue; }
|
||||
for (const RecipeIngredient& mat : def.schematic.materials)
|
||||
{
|
||||
result.itemIds.insert(mat.item);
|
||||
}
|
||||
}
|
||||
for (const ModuleDef& def : m_config.modules.modules)
|
||||
{
|
||||
if (unlockedModuleSchematicIds.count(def.id) == 0) { continue; }
|
||||
for (const RecipeIngredient& mat : def.materials)
|
||||
{
|
||||
result.itemIds.insert(mat.item);
|
||||
}
|
||||
}
|
||||
for (const RecipeDef& def : m_config.recipes.recipes)
|
||||
{
|
||||
// An assembler recipe seeds the base set when it is explicitly available:
|
||||
// flagged unlocked_at_start (base recipes the graph can't reach), or a
|
||||
// gated recipe whose unlock group has been awarded (REQ-LOCK-EXPLICIT).
|
||||
if (def.building == BuildingType::Assembler
|
||||
&& (def.unlockedAtStart || unlockedRecipeSchematicIds.count(def.id) > 0))
|
||||
{
|
||||
for (const RecipeOutput& out : def.outputs)
|
||||
{
|
||||
result.itemIds.insert(out.item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool changed = true;
|
||||
while (changed)
|
||||
{
|
||||
changed = false;
|
||||
for (const RecipeDef& recipe : m_config.recipes.recipes)
|
||||
{
|
||||
if (recipe.building != BuildingType::Miner
|
||||
&& recipe.building != BuildingType::Smelter
|
||||
&& recipe.building != BuildingType::Assembler)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Skip a gated assembler recipe (granted by an unlock group) whose
|
||||
// group has not yet been awarded (REQ-LOCK-IMPLICIT step 2).
|
||||
if (recipe.building == BuildingType::Assembler
|
||||
&& m_grantedRecipeIds.count(recipe.id) > 0
|
||||
&& unlockedRecipeSchematicIds.count(recipe.id) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
bool producesUnlocked = false;
|
||||
for (const RecipeOutput& out : recipe.outputs)
|
||||
{
|
||||
if (result.itemIds.count(out.item) > 0)
|
||||
{
|
||||
producesUnlocked = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!producesUnlocked) { continue; }
|
||||
|
||||
if (recipe.building == BuildingType::Miner
|
||||
|| recipe.building == BuildingType::Assembler)
|
||||
{
|
||||
result.recipeIds.insert(recipe.id);
|
||||
}
|
||||
for (const RecipeIngredient& ing : recipe.inputs)
|
||||
{
|
||||
if (result.itemIds.insert(ing.item).second)
|
||||
{
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<std::string> Simulation::computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const
|
||||
{
|
||||
std::vector<std::string> recipeIds;
|
||||
for (const std::string& recipeId : hypothetical.recipeIds)
|
||||
{
|
||||
if (m_unlockedRecipeIds.count(recipeId) > 0) { continue; }
|
||||
recipeIds.push_back(recipeId);
|
||||
}
|
||||
std::sort(recipeIds.begin(), recipeIds.end(),
|
||||
[](const std::string& lhs, const std::string& rhs)
|
||||
{
|
||||
return toDisplayName(lhs) < toDisplayName(rhs);
|
||||
});
|
||||
return recipeIds;
|
||||
}
|
||||
|
||||
bool Simulation::isRecipeUnlocked(const std::string& recipeId) const
|
||||
{
|
||||
return m_unlockedRecipeIds.count(recipeId) > 0;
|
||||
return m_unlockState.isRecipeUnlocked(recipeId);
|
||||
}
|
||||
|
||||
bool Simulation::isItemUnlocked(const std::string& itemId) const
|
||||
{
|
||||
return m_unlockedItemIds.count(itemId) > 0;
|
||||
return m_unlockState.isItemUnlocked(itemId);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Determinism (see docs/replay_design.md)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void Simulation::appendSchematicMap(Hasher& hasher,
|
||||
const std::map<std::string, SchematicState>& levels)
|
||||
{
|
||||
hasher.append(levels.size());
|
||||
for (const std::pair<const std::string, SchematicState>& entry : levels)
|
||||
{
|
||||
hasher.append(entry.first);
|
||||
hasher.append(entry.second.unlocked);
|
||||
}
|
||||
}
|
||||
|
||||
void Simulation::appendStringSet(Hasher& hasher, const std::set<std::string>& ids)
|
||||
{
|
||||
hasher.append(ids.size());
|
||||
for (const std::string& id : ids)
|
||||
{
|
||||
hasher.append(id);
|
||||
}
|
||||
}
|
||||
|
||||
unsigned long long Simulation::getRngFingerprint() const
|
||||
{
|
||||
return fingerprintRng(m_rng);
|
||||
@@ -937,16 +672,10 @@ unsigned long long Simulation::computeStateChecksum() const
|
||||
hasher.append(getNormalGapRemainingTicks());
|
||||
|
||||
// Schematic / unlock state (std::map and std::set iterate in sorted order).
|
||||
appendSchematicMap(hasher, m_schematicLevels);
|
||||
appendSchematicMap(hasher, m_moduleSchematicLevels);
|
||||
appendSchematicMap(hasher, m_buildingLevels);
|
||||
appendStringSet(hasher, m_awardedUnlockGroupIds);
|
||||
appendStringSet(hasher, m_unlockedRecipeSchematicIds);
|
||||
appendStringSet(hasher, m_unlockedRecipeIds);
|
||||
appendStringSet(hasher, m_unlockedItemIds);
|
||||
m_unlockState.appendChecksum(hasher);
|
||||
|
||||
// Subsystems contribute their own state.
|
||||
m_buildingSystem->appendChecksum(hasher);
|
||||
m_buildingSystem->appendChecksum(m_factoryState, hasher);
|
||||
m_beltSystem.appendChecksum(hasher);
|
||||
|
||||
// ECS component state. View iteration order is a pure function of the
|
||||
@@ -1059,7 +788,7 @@ void Simulation::tryExpandAsteroid()
|
||||
}
|
||||
m_buildingBlocksStock -= cost;
|
||||
++m_expansionsPurchased;
|
||||
m_buildingSystem->setAsteroidWidth_tiles(getCurrentAsteroidWidth_tiles());
|
||||
m_buildingSystem->setAsteroidWidth_tiles(m_factoryState, getCurrentAsteroidWidth_tiles());
|
||||
}
|
||||
|
||||
bool Simulation::isGameOver() const
|
||||
@@ -1089,12 +818,12 @@ double Simulation::getThreatAccumulationRate() const
|
||||
|
||||
double Simulation::getMaxFactoryProductionThreatRate() const
|
||||
{
|
||||
return static_cast<double>(m_buildingSystem->getProductionBuildingCount());
|
||||
return static_cast<double>(getProductionBuildingCount(m_factoryState));
|
||||
}
|
||||
|
||||
double Simulation::getCurrentFactoryProductionThreatRate() const
|
||||
{
|
||||
return static_cast<double>(m_buildingSystem->getActiveProductionBuildingCount());
|
||||
return static_cast<double>(getActiveProductionBuildingCount(m_factoryState));
|
||||
}
|
||||
|
||||
int Simulation::getBossWaveCounter() const
|
||||
@@ -1114,37 +843,17 @@ Tick Simulation::getNormalGapRemainingTicks() const
|
||||
|
||||
bool Simulation::isSchematicUnlocked(const std::string& shipId) const
|
||||
{
|
||||
const std::map<std::string, SchematicState>::const_iterator it =
|
||||
m_schematicLevels.find(shipId);
|
||||
if (it == m_schematicLevels.end())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return it->second.unlocked;
|
||||
return m_unlockState.isSchematicUnlocked(shipId);
|
||||
}
|
||||
|
||||
bool Simulation::isModuleSchematicUnlocked(const std::string& moduleId) const
|
||||
{
|
||||
const std::map<std::string, SchematicState>::const_iterator it =
|
||||
m_moduleSchematicLevels.find(moduleId);
|
||||
if (it == m_moduleSchematicLevels.end())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return it->second.unlocked;
|
||||
return m_unlockState.isModuleSchematicUnlocked(moduleId);
|
||||
}
|
||||
|
||||
bool Simulation::isBuildingUnlocked(BuildingType type) const
|
||||
{
|
||||
const BuildingDef* def = m_config.buildings.findBuildingDef(type);
|
||||
if (def == nullptr)
|
||||
{
|
||||
// Types without a config entry (e.g. HQ, defence stations) are unrestricted.
|
||||
return true;
|
||||
}
|
||||
const std::map<std::string, SchematicState>::const_iterator it =
|
||||
m_buildingLevels.find(def->id);
|
||||
return it == m_buildingLevels.end() ? true : it->second.unlocked;
|
||||
return m_unlockState.isBuildingUnlocked(type);
|
||||
}
|
||||
|
||||
std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation)
|
||||
@@ -1156,7 +865,7 @@ std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint
|
||||
return std::nullopt;
|
||||
}
|
||||
|
||||
if (!m_buildingSystem->isPlacementValid(type, anchor, rotation))
|
||||
if (!isPlacementValid(m_factoryState, m_config, type, anchor, rotation))
|
||||
{
|
||||
return std::nullopt;
|
||||
}
|
||||
@@ -1175,17 +884,17 @@ std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint
|
||||
return std::nullopt;
|
||||
}
|
||||
m_buildingBlocksStock -= cost;
|
||||
return m_buildingSystem->place(type, anchor, rotation, m_currentTick);
|
||||
return m_buildingSystem->place(m_factoryState, type, anchor, rotation, m_currentTick);
|
||||
}
|
||||
|
||||
void Simulation::deconstruct(BuildingId id)
|
||||
{
|
||||
m_buildingBlocksStock += m_buildingSystem->deconstruct(id, m_currentTick);
|
||||
m_buildingBlocksStock += m_buildingSystem->deconstruct(m_factoryState, id, m_currentTick);
|
||||
}
|
||||
|
||||
void Simulation::cancelDeconstruction(BuildingId id)
|
||||
{
|
||||
m_buildingSystem->cancelDeconstruction(id);
|
||||
m_buildingSystem->cancelDeconstruction(m_factoryState, id);
|
||||
}
|
||||
|
||||
BuildingSystem& Simulation::getBuildingsMutable()
|
||||
@@ -1193,6 +902,11 @@ BuildingSystem& Simulation::getBuildingsMutable()
|
||||
return *m_buildingSystem;
|
||||
}
|
||||
|
||||
const FactoryState& Simulation::getFactoryState() const
|
||||
{
|
||||
return m_factoryState;
|
||||
}
|
||||
|
||||
const BuildingSystem& Simulation::getBuildings() const
|
||||
{
|
||||
return *m_buildingSystem;
|
||||
|
||||
@@ -1,16 +1,15 @@
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <random>
|
||||
#include <set>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include <QPoint>
|
||||
|
||||
#include "BeltSystem.h"
|
||||
#include "FactoryState.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "entt/entity/entity.hpp"
|
||||
#include "SchematicChoiceOption.h"
|
||||
@@ -22,9 +21,12 @@
|
||||
#include "Rotation.h"
|
||||
#include "Tick.h"
|
||||
#include "TracePrintRequestedEvent.h"
|
||||
#include "UnlockState.h"
|
||||
|
||||
class AiSystem;
|
||||
class BuildingSystem;
|
||||
class ConstructionSystem;
|
||||
class DeconstructionSystem;
|
||||
struct Command;
|
||||
class Hasher;
|
||||
class CombatSystem;
|
||||
@@ -119,6 +121,9 @@ public:
|
||||
// chokepoint) or, in tests, SimulationTestAccess — so production code cannot
|
||||
// mutate the factory outside the recorded command path (docs/replay_design.md).
|
||||
const BuildingSystem& getBuildings() const;
|
||||
|
||||
// The factory's world data, for the free queries in FactoryQueries.h.
|
||||
const FactoryState& getFactoryState() const;
|
||||
const BeltSystem& getBelts() const;
|
||||
ShipSystem& getShips();
|
||||
const ShipSystem& getShips() const;
|
||||
@@ -203,73 +208,20 @@ private:
|
||||
entt::entity m_playerStation2Entity;
|
||||
entt::entity m_currentEnemyStationEntities[2];
|
||||
|
||||
// Schematic unlock state (REQ-DEF-SCHEMATIC-DROP).
|
||||
struct SchematicState
|
||||
{
|
||||
bool unlocked;
|
||||
};
|
||||
std::map<std::string, SchematicState> m_schematicLevels;
|
||||
std::map<std::string, SchematicState> m_moduleSchematicLevels;
|
||||
std::map<std::string, SchematicState> m_buildingLevels;
|
||||
|
||||
// Unlock groups awarded so far (REQ-LOCK-EXPLICIT). Group ids.
|
||||
std::set<std::string> m_awardedUnlockGroupIds;
|
||||
|
||||
// Ids granted by some unlock group, per kind — cached from config at init.
|
||||
// An item starts locked iff it appears in the corresponding set.
|
||||
std::set<std::string> m_grantedShipIds;
|
||||
std::set<std::string> m_grantedModuleIds;
|
||||
std::set<std::string> m_grantedBuildingIds;
|
||||
std::set<std::string> m_grantedRecipeIds;
|
||||
|
||||
// Builds the granted-id sets and initializes all per-item unlock maps from
|
||||
// them (shared by the constructor and reset). Ends with recomputeUnlocked().
|
||||
void initializeUnlockState();
|
||||
|
||||
// Builds a schematic choice option for one unlock group (REQ-DEF-SCHEMATIC-DROP).
|
||||
SchematicChoiceOption makeUnlockOption(const UnlockGroupDef& group) const;
|
||||
|
||||
// Determinism helpers — fold sub-state into the hasher in deterministic order.
|
||||
static void appendSchematicMap(Hasher& hasher,
|
||||
const std::map<std::string, SchematicState>& levels);
|
||||
static void appendStringSet(Hasher& hasher, const std::set<std::string>& ids);
|
||||
|
||||
// Explicitly unlocked assembler recipe schematics (REQ-LOCK-EXPLICIT).
|
||||
std::set<std::string> m_unlockedRecipeSchematicIds;
|
||||
|
||||
// Implicit unlock sets derived from schematic state (REQ-LOCK-IMPLICIT).
|
||||
std::set<std::string> m_unlockedRecipeIds;
|
||||
std::set<std::string> m_unlockedItemIds;
|
||||
|
||||
// Recomputes m_unlockedRecipeIds and m_unlockedItemIds from current schematic state.
|
||||
void recomputeUnlocked();
|
||||
|
||||
// Result of the REQ-LOCK-IMPLICIT traversal.
|
||||
struct UnlockedSets
|
||||
{
|
||||
std::set<std::string> itemIds;
|
||||
std::set<std::string> recipeIds;
|
||||
};
|
||||
|
||||
// Pure REQ-LOCK-IMPLICIT traversal given hypothetical explicit-unlock sets.
|
||||
UnlockedSets computeUnlockedSets(const std::set<std::string>& unlockedShipSchematicIds,
|
||||
const std::set<std::string>& unlockedModuleSchematicIds,
|
||||
const std::set<std::string>& unlockedRecipeSchematicIds) const;
|
||||
|
||||
// Current explicit-unlock id sets, derived from m_schematicLevels / m_moduleSchematicLevels.
|
||||
std::set<std::string> getUnlockedShipSchematicIds() const;
|
||||
std::set<std::string> getUnlockedModuleSchematicIds() const;
|
||||
|
||||
// True if every prerequisite unlock group has been awarded (REQ-LOCK-PREREQ).
|
||||
bool prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const;
|
||||
|
||||
// Ids (sorted alphabetically by display name) of the recipes in
|
||||
// hypothetical.recipeIds that are not yet in m_unlockedRecipeIds.
|
||||
std::vector<std::string> computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const;
|
||||
// Schematic/unlock bookkeeping (REQ-DEF-SCHEMATIC-DROP, REQ-LOCK-EXPLICIT,
|
||||
// REQ-LOCK-IMPLICIT, REQ-LOCK-BUILDING, REQ-LOCK-PREREQ). Constructed before
|
||||
// initializeSubsystems() runs since BuildingSystem's spawn-gating lambda
|
||||
// calls into it (see initializeSubsystems()).
|
||||
UnlockState m_unlockState;
|
||||
|
||||
EntityAdmin m_admin;
|
||||
// The factory's world data. Owned here, not by BuildingSystem, so the systems
|
||||
// that operate on it can be handed the same state (see FactoryState.h).
|
||||
FactoryState m_factoryState;
|
||||
BeltSystem m_beltSystem;
|
||||
std::unique_ptr<BuildingSystem> m_buildingSystem;
|
||||
std::unique_ptr<ConstructionSystem> m_constructionSystem;
|
||||
std::unique_ptr<DeconstructionSystem> m_deconstructionSystem;
|
||||
std::unique_ptr<ShipSystem> m_shipSystem;
|
||||
std::unique_ptr<AiSystem> m_aiSystem;
|
||||
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
|
||||
|
||||
352
src/lib/sim/UnlockState.cpp
Normal file
352
src/lib/sim/UnlockState.cpp
Normal file
@@ -0,0 +1,352 @@
|
||||
#include "UnlockState.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
#include "DisplayName.h"
|
||||
#include "StateChecksum.h"
|
||||
|
||||
UnlockState::UnlockState(const GameConfig& config)
|
||||
: m_config(config)
|
||||
{
|
||||
}
|
||||
|
||||
void UnlockState::initializeUnlockState()
|
||||
{
|
||||
// Cache the ids granted by some unlock group (REQ-LOCK-EXPLICIT); an item
|
||||
// starts locked iff it is granted by a group.
|
||||
m_grantedShipIds.clear();
|
||||
m_grantedModuleIds.clear();
|
||||
m_grantedBuildingIds.clear();
|
||||
m_grantedRecipeIds.clear();
|
||||
for (const UnlockGroupDef& group : m_config.unlocks.groups)
|
||||
{
|
||||
m_grantedShipIds.insert(group.ships.begin(), group.ships.end());
|
||||
m_grantedModuleIds.insert(group.modules.begin(), group.modules.end());
|
||||
m_grantedBuildingIds.insert(group.buildings.begin(), group.buildings.end());
|
||||
m_grantedRecipeIds.insert(group.recipes.begin(), group.recipes.end());
|
||||
}
|
||||
|
||||
m_awardedUnlockGroupIds.clear();
|
||||
|
||||
m_schematicLevels.clear();
|
||||
for (const ShipDef& def : m_config.ships.ships)
|
||||
{
|
||||
SchematicState state;
|
||||
state.unlocked = (m_grantedShipIds.count(def.id) == 0);
|
||||
m_schematicLevels[def.id] = state;
|
||||
}
|
||||
|
||||
m_moduleSchematicLevels.clear();
|
||||
for (const ModuleDef& def : m_config.modules.modules)
|
||||
{
|
||||
SchematicState state;
|
||||
state.unlocked = (m_grantedModuleIds.count(def.id) == 0);
|
||||
m_moduleSchematicLevels[def.id] = state;
|
||||
}
|
||||
|
||||
m_buildingLevels.clear();
|
||||
for (const BuildingDef& def : m_config.buildings.buildings)
|
||||
{
|
||||
SchematicState state;
|
||||
state.unlocked = (m_grantedBuildingIds.count(def.id) == 0);
|
||||
m_buildingLevels[def.id] = state;
|
||||
}
|
||||
|
||||
// Gated assembler recipes start locked; unlocked_at_start recipes are handled
|
||||
// in the REQ-LOCK-IMPLICIT traversal, not tracked here.
|
||||
m_unlockedRecipeSchematicIds.clear();
|
||||
|
||||
recomputeUnlocked();
|
||||
}
|
||||
|
||||
bool UnlockState::isSchematicUnlocked(const std::string& shipId) const
|
||||
{
|
||||
const std::map<std::string, SchematicState>::const_iterator it =
|
||||
m_schematicLevels.find(shipId);
|
||||
if (it == m_schematicLevels.end())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return it->second.unlocked;
|
||||
}
|
||||
|
||||
bool UnlockState::isModuleSchematicUnlocked(const std::string& moduleId) const
|
||||
{
|
||||
const std::map<std::string, SchematicState>::const_iterator it =
|
||||
m_moduleSchematicLevels.find(moduleId);
|
||||
if (it == m_moduleSchematicLevels.end())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return it->second.unlocked;
|
||||
}
|
||||
|
||||
bool UnlockState::isRecipeUnlocked(const std::string& recipeId) const
|
||||
{
|
||||
return m_unlockedRecipeIds.count(recipeId) > 0;
|
||||
}
|
||||
|
||||
bool UnlockState::isItemUnlocked(const std::string& itemId) const
|
||||
{
|
||||
return m_unlockedItemIds.count(itemId) > 0;
|
||||
}
|
||||
|
||||
bool UnlockState::isBuildingUnlocked(BuildingType type) const
|
||||
{
|
||||
const BuildingDef* def = m_config.buildings.findBuildingDef(type);
|
||||
if (def == nullptr)
|
||||
{
|
||||
// Types without a config entry (e.g. HQ, defence stations) are unrestricted.
|
||||
return true;
|
||||
}
|
||||
const std::map<std::string, SchematicState>::const_iterator it =
|
||||
m_buildingLevels.find(def->id);
|
||||
return it == m_buildingLevels.end() ? true : it->second.unlocked;
|
||||
}
|
||||
|
||||
bool UnlockState::isUnlockGroupAwarded(const std::string& groupId) const
|
||||
{
|
||||
return m_awardedUnlockGroupIds.count(groupId) > 0;
|
||||
}
|
||||
|
||||
bool UnlockState::prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const
|
||||
{
|
||||
// A prerequisite is satisfied only once the named unlock group has been
|
||||
// awarded (REQ-LOCK-PREREQ).
|
||||
for (const std::string& groupId : requiredGroupIds)
|
||||
{
|
||||
if (m_awardedUnlockGroupIds.count(groupId) == 0) { return false; }
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
SchematicChoiceOption UnlockState::makeUnlockOption(const UnlockGroupDef& group) const
|
||||
{
|
||||
SchematicChoiceOption option;
|
||||
option.isArtifact = false;
|
||||
option.unlockGroupId = group.id;
|
||||
option.displayName = toDisplayName(group.id);
|
||||
|
||||
for (const std::string& id : group.ships)
|
||||
{
|
||||
option.grantedItems.push_back({SchematicType::Ship, id, toDisplayName(id)});
|
||||
}
|
||||
for (const std::string& id : group.modules)
|
||||
{
|
||||
option.grantedItems.push_back({SchematicType::Module, id, toDisplayName(id)});
|
||||
}
|
||||
for (const std::string& id : group.buildings)
|
||||
{
|
||||
option.grantedItems.push_back({SchematicType::Building, id, toDisplayName(id)});
|
||||
}
|
||||
for (const std::string& id : group.recipes)
|
||||
{
|
||||
option.grantedItems.push_back({SchematicType::Recipe, id, toDisplayName(id)});
|
||||
}
|
||||
|
||||
// REQ-DEF-SCHEMATIC-DROP: preview recipes newly implicitly unlocked by
|
||||
// awarding this whole group. Seed the hypothetical explicit-unlock sets with
|
||||
// every grant (ship + module materials via step 1a, recipe outputs via step
|
||||
// 1b), then diff against the current implicit set.
|
||||
std::set<std::string> hypotheticalShipIds = getUnlockedShipSchematicIds();
|
||||
std::set<std::string> hypotheticalModuleIds = getUnlockedModuleSchematicIds();
|
||||
std::set<std::string> hypotheticalRecipeSchematicIds = m_unlockedRecipeSchematicIds;
|
||||
for (const std::string& id : group.ships) { hypotheticalShipIds.insert(id); }
|
||||
for (const std::string& id : group.modules) { hypotheticalModuleIds.insert(id); }
|
||||
for (const std::string& id : group.recipes) { hypotheticalRecipeSchematicIds.insert(id); }
|
||||
|
||||
const UnlockedSets hypothetical = computeUnlockedSets(
|
||||
hypotheticalShipIds, hypotheticalModuleIds, hypotheticalRecipeSchematicIds);
|
||||
option.newlyUnlockedRecipeIds = computeNewlyUnlockedRecipeIds(hypothetical);
|
||||
|
||||
return option;
|
||||
}
|
||||
|
||||
void UnlockState::awardUnlockGroup(const SchematicChoiceOption& chosen)
|
||||
{
|
||||
// Award the whole unlock group (REQ-DEF-SCHEMATIC-DROP): unlock every granted
|
||||
// ship, module, building, and assembler recipe at once.
|
||||
m_awardedUnlockGroupIds.insert(chosen.unlockGroupId);
|
||||
for (const GrantedSchematic& grant : chosen.grantedItems)
|
||||
{
|
||||
switch (grant.type)
|
||||
{
|
||||
case SchematicType::Ship: m_schematicLevels.at(grant.id).unlocked = true; break;
|
||||
case SchematicType::Module: m_moduleSchematicLevels.at(grant.id).unlocked = true; break;
|
||||
case SchematicType::Building: m_buildingLevels.at(grant.id).unlocked = true; break;
|
||||
case SchematicType::Recipe: m_unlockedRecipeSchematicIds.insert(grant.id); break;
|
||||
}
|
||||
}
|
||||
|
||||
recomputeUnlocked();
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Implicit unlock computation (REQ-LOCK-IMPLICIT)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void UnlockState::recomputeUnlocked()
|
||||
{
|
||||
const UnlockedSets result = computeUnlockedSets(
|
||||
getUnlockedShipSchematicIds(), getUnlockedModuleSchematicIds(), m_unlockedRecipeSchematicIds);
|
||||
m_unlockedItemIds = result.itemIds;
|
||||
m_unlockedRecipeIds = result.recipeIds;
|
||||
}
|
||||
|
||||
std::set<std::string> UnlockState::getUnlockedShipSchematicIds() const
|
||||
{
|
||||
std::set<std::string> ids;
|
||||
for (const auto& [id, state] : m_schematicLevels)
|
||||
{
|
||||
if (state.unlocked) { ids.insert(id); }
|
||||
}
|
||||
return ids;
|
||||
}
|
||||
|
||||
std::set<std::string> UnlockState::getUnlockedModuleSchematicIds() const
|
||||
{
|
||||
std::set<std::string> ids;
|
||||
for (const auto& [id, state] : m_moduleSchematicLevels)
|
||||
{
|
||||
if (state.unlocked) { ids.insert(id); }
|
||||
}
|
||||
return ids;
|
||||
}
|
||||
|
||||
UnlockState::UnlockedSets UnlockState::computeUnlockedSets(
|
||||
const std::set<std::string>& unlockedShipSchematicIds,
|
||||
const std::set<std::string>& unlockedModuleSchematicIds,
|
||||
const std::set<std::string>& unlockedRecipeSchematicIds) const
|
||||
{
|
||||
UnlockedSets result;
|
||||
|
||||
for (const ShipDef& def : m_config.ships.ships)
|
||||
{
|
||||
if (unlockedShipSchematicIds.count(def.id) == 0) { continue; }
|
||||
for (const RecipeIngredient& mat : def.schematic.materials)
|
||||
{
|
||||
result.itemIds.insert(mat.item);
|
||||
}
|
||||
}
|
||||
for (const ModuleDef& def : m_config.modules.modules)
|
||||
{
|
||||
if (unlockedModuleSchematicIds.count(def.id) == 0) { continue; }
|
||||
for (const RecipeIngredient& mat : def.materials)
|
||||
{
|
||||
result.itemIds.insert(mat.item);
|
||||
}
|
||||
}
|
||||
for (const RecipeDef& def : m_config.recipes.recipes)
|
||||
{
|
||||
// An assembler recipe seeds the base set when it is explicitly available:
|
||||
// flagged unlocked_at_start (base recipes the graph can't reach), or a
|
||||
// gated recipe whose unlock group has been awarded (REQ-LOCK-EXPLICIT).
|
||||
if (def.building == BuildingType::Assembler
|
||||
&& (def.unlockedAtStart || unlockedRecipeSchematicIds.count(def.id) > 0))
|
||||
{
|
||||
for (const RecipeOutput& out : def.outputs)
|
||||
{
|
||||
result.itemIds.insert(out.item);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool changed = true;
|
||||
while (changed)
|
||||
{
|
||||
changed = false;
|
||||
for (const RecipeDef& recipe : m_config.recipes.recipes)
|
||||
{
|
||||
if (recipe.building != BuildingType::Miner
|
||||
&& recipe.building != BuildingType::Smelter
|
||||
&& recipe.building != BuildingType::Assembler)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
// Skip a gated assembler recipe (granted by an unlock group) whose
|
||||
// group has not yet been awarded (REQ-LOCK-IMPLICIT step 2).
|
||||
if (recipe.building == BuildingType::Assembler
|
||||
&& m_grantedRecipeIds.count(recipe.id) > 0
|
||||
&& unlockedRecipeSchematicIds.count(recipe.id) == 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
bool producesUnlocked = false;
|
||||
for (const RecipeOutput& out : recipe.outputs)
|
||||
{
|
||||
if (result.itemIds.count(out.item) > 0)
|
||||
{
|
||||
producesUnlocked = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!producesUnlocked) { continue; }
|
||||
|
||||
if (recipe.building == BuildingType::Miner
|
||||
|| recipe.building == BuildingType::Assembler)
|
||||
{
|
||||
result.recipeIds.insert(recipe.id);
|
||||
}
|
||||
for (const RecipeIngredient& ing : recipe.inputs)
|
||||
{
|
||||
if (result.itemIds.insert(ing.item).second)
|
||||
{
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
std::vector<std::string> UnlockState::computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const
|
||||
{
|
||||
std::vector<std::string> recipeIds;
|
||||
for (const std::string& recipeId : hypothetical.recipeIds)
|
||||
{
|
||||
if (m_unlockedRecipeIds.count(recipeId) > 0) { continue; }
|
||||
recipeIds.push_back(recipeId);
|
||||
}
|
||||
std::sort(recipeIds.begin(), recipeIds.end(),
|
||||
[](const std::string& lhs, const std::string& rhs)
|
||||
{
|
||||
return toDisplayName(lhs) < toDisplayName(rhs);
|
||||
});
|
||||
return recipeIds;
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Determinism (see docs/replay_design.md)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
void UnlockState::appendSchematicMap(Hasher& hasher,
|
||||
const std::map<std::string, SchematicState>& levels)
|
||||
{
|
||||
hasher.append(levels.size());
|
||||
for (const std::pair<const std::string, SchematicState>& entry : levels)
|
||||
{
|
||||
hasher.append(entry.first);
|
||||
hasher.append(entry.second.unlocked);
|
||||
}
|
||||
}
|
||||
|
||||
void UnlockState::appendStringSet(Hasher& hasher, const std::set<std::string>& ids)
|
||||
{
|
||||
hasher.append(ids.size());
|
||||
for (const std::string& id : ids)
|
||||
{
|
||||
hasher.append(id);
|
||||
}
|
||||
}
|
||||
|
||||
void UnlockState::appendChecksum(Hasher& hasher) const
|
||||
{
|
||||
appendSchematicMap(hasher, m_schematicLevels);
|
||||
appendSchematicMap(hasher, m_moduleSchematicLevels);
|
||||
appendSchematicMap(hasher, m_buildingLevels);
|
||||
appendStringSet(hasher, m_awardedUnlockGroupIds);
|
||||
appendStringSet(hasher, m_unlockedRecipeSchematicIds);
|
||||
appendStringSet(hasher, m_unlockedRecipeIds);
|
||||
appendStringSet(hasher, m_unlockedItemIds);
|
||||
}
|
||||
129
src/lib/sim/UnlockState.h
Normal file
129
src/lib/sim/UnlockState.h
Normal file
@@ -0,0 +1,129 @@
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <set>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "BuildingType.h"
|
||||
#include "GameConfig.h"
|
||||
#include "SchematicChoiceOption.h"
|
||||
|
||||
class Hasher;
|
||||
|
||||
// Owns schematic/unlock bookkeeping for one run: which ship, module, and
|
||||
// building schematics are unlocked (REQ-LOCK-EXPLICIT), which assembler recipe
|
||||
// schematics have been explicitly granted, and the implicit recipe/item unlock
|
||||
// sets derived from that state (REQ-LOCK-IMPLICIT). Reads config the same way
|
||||
// BuildingSystem does (a bound const reference to Simulation::m_config, which is
|
||||
// safe across restart because that member's storage address never changes —
|
||||
// reset() move-assigns into it rather than replacing it).
|
||||
//
|
||||
// Simulation forwards its isXUnlocked-style public queries here and drives
|
||||
// state changes (awarding an unlock group) here; the RNG-touching schematic
|
||||
// choice generation itself stays in Simulation (call ordering of m_rng is the
|
||||
// determinism backbone and must not move).
|
||||
class UnlockState
|
||||
{
|
||||
public:
|
||||
explicit UnlockState(const GameConfig& config);
|
||||
|
||||
// Builds the granted-id sets and initializes all per-item unlock maps from
|
||||
// them (shared by the constructor and Simulation::reset). Ends with
|
||||
// recomputeUnlocked().
|
||||
void initializeUnlockState();
|
||||
|
||||
// Ship schematic state query.
|
||||
bool isSchematicUnlocked(const std::string& shipId) const;
|
||||
|
||||
// Module schematic state query.
|
||||
bool isModuleSchematicUnlocked(const std::string& moduleId) const;
|
||||
|
||||
// Implicit recipe/item unlock queries (REQ-LOCK-IMPLICIT).
|
||||
bool isRecipeUnlocked(const std::string& recipeId) const;
|
||||
bool isItemUnlocked(const std::string& itemId) const;
|
||||
|
||||
// Building unlock query (REQ-LOCK-BUILDING). True if the building type is not
|
||||
// gated by any unlock group, or its granting group has been awarded.
|
||||
bool isBuildingUnlocked(BuildingType type) const;
|
||||
|
||||
// True if the unlock group has already been awarded to the player.
|
||||
bool isUnlockGroupAwarded(const std::string& groupId) const;
|
||||
|
||||
// True if every prerequisite unlock group has been awarded (REQ-LOCK-PREREQ).
|
||||
bool prerequisitesSatisfied(const std::vector<std::string>& requiredGroupIds) const;
|
||||
|
||||
// Builds a schematic choice option for one unlock group (REQ-DEF-SCHEMATIC-DROP).
|
||||
SchematicChoiceOption makeUnlockOption(const UnlockGroupDef& group) const;
|
||||
|
||||
// Awards the unlock group backing `chosen` (REQ-DEF-SCHEMATIC-DROP): marks
|
||||
// every granted ship/module/building schematic unlocked, records granted
|
||||
// recipe schematics, marks the group as awarded, and recomputes the implicit
|
||||
// unlock sets. Mirrors the non-artifact branch of the original
|
||||
// Simulation::applySchematicChoice exactly; callers still special-case
|
||||
// chosen.isArtifact themselves before calling this.
|
||||
void awardUnlockGroup(const SchematicChoiceOption& chosen);
|
||||
|
||||
// Determinism helper (see Simulation::computeStateChecksum): folds unlock
|
||||
// state into the hasher via the same seven calls, in the same order, that
|
||||
// used to live at the Simulation::computeStateChecksum call site.
|
||||
void appendChecksum(Hasher& hasher) const;
|
||||
|
||||
private:
|
||||
// Schematic unlock state (REQ-DEF-SCHEMATIC-DROP).
|
||||
struct SchematicState
|
||||
{
|
||||
bool unlocked;
|
||||
};
|
||||
|
||||
// Recomputes m_unlockedRecipeIds and m_unlockedItemIds from current schematic state.
|
||||
void recomputeUnlocked();
|
||||
|
||||
// Result of the REQ-LOCK-IMPLICIT traversal.
|
||||
struct UnlockedSets
|
||||
{
|
||||
std::set<std::string> itemIds;
|
||||
std::set<std::string> recipeIds;
|
||||
};
|
||||
|
||||
// Pure REQ-LOCK-IMPLICIT traversal given hypothetical explicit-unlock sets.
|
||||
UnlockedSets computeUnlockedSets(const std::set<std::string>& unlockedShipSchematicIds,
|
||||
const std::set<std::string>& unlockedModuleSchematicIds,
|
||||
const std::set<std::string>& unlockedRecipeSchematicIds) const;
|
||||
|
||||
// Current explicit-unlock id sets, derived from m_schematicLevels / m_moduleSchematicLevels.
|
||||
std::set<std::string> getUnlockedShipSchematicIds() const;
|
||||
std::set<std::string> getUnlockedModuleSchematicIds() const;
|
||||
|
||||
// Ids (sorted alphabetically by display name) of the recipes in
|
||||
// hypothetical.recipeIds that are not yet in m_unlockedRecipeIds.
|
||||
std::vector<std::string> computeNewlyUnlockedRecipeIds(const UnlockedSets& hypothetical) const;
|
||||
|
||||
// Determinism helpers — fold sub-state into the hasher in deterministic order.
|
||||
static void appendSchematicMap(Hasher& hasher,
|
||||
const std::map<std::string, SchematicState>& levels);
|
||||
static void appendStringSet(Hasher& hasher, const std::set<std::string>& ids);
|
||||
|
||||
const GameConfig& m_config;
|
||||
|
||||
std::map<std::string, SchematicState> m_schematicLevels;
|
||||
std::map<std::string, SchematicState> m_moduleSchematicLevels;
|
||||
std::map<std::string, SchematicState> m_buildingLevels;
|
||||
|
||||
// Unlock groups awarded so far (REQ-LOCK-EXPLICIT). Group ids.
|
||||
std::set<std::string> m_awardedUnlockGroupIds;
|
||||
|
||||
// Ids granted by some unlock group, per kind — cached from config at init.
|
||||
// An item starts locked iff it appears in the corresponding set.
|
||||
std::set<std::string> m_grantedShipIds;
|
||||
std::set<std::string> m_grantedModuleIds;
|
||||
std::set<std::string> m_grantedBuildingIds;
|
||||
std::set<std::string> m_grantedRecipeIds;
|
||||
|
||||
// Explicitly unlocked assembler recipe schematics (REQ-LOCK-EXPLICIT).
|
||||
std::set<std::string> m_unlockedRecipeSchematicIds;
|
||||
|
||||
// Implicit unlock sets derived from schematic state (REQ-LOCK-IMPLICIT).
|
||||
std::set<std::string> m_unlockedRecipeIds;
|
||||
std::set<std::string> m_unlockedItemIds;
|
||||
};
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "catch.hpp"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <cmath>
|
||||
#include <random>
|
||||
@@ -14,6 +15,8 @@
|
||||
#include "BeltSystem.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "ConstructionSystem.h"
|
||||
#include "FactoryState.h"
|
||||
#include "BuildingType.h"
|
||||
#include "ConfigLoader.h"
|
||||
#include "DeliverScrapBehavior.h"
|
||||
@@ -54,12 +57,14 @@
|
||||
struct Fixture
|
||||
{
|
||||
GameConfig cfg;
|
||||
FactoryState state = makeFactoryState(cfg);
|
||||
BeltSystem belts;
|
||||
BuildingId nextBuildingId;
|
||||
int stock;
|
||||
std::mt19937 rng;
|
||||
EntityAdmin admin;
|
||||
BuildingSystem buildings;
|
||||
ConstructionSystem construction;
|
||||
ShipSystem ships;
|
||||
AiSystem ai;
|
||||
SalvagerSystem salvager;
|
||||
@@ -82,6 +87,7 @@ struct Fixture
|
||||
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
|
||||
[](const std::string&) -> bool { return true; },
|
||||
rng)
|
||||
, construction(cfg)
|
||||
, ships(cfg, admin)
|
||||
, ai(cfg)
|
||||
, salvager(admin)
|
||||
@@ -95,14 +101,14 @@ struct Fixture
|
||||
void decide()
|
||||
{
|
||||
ships.clearMovementIntents();
|
||||
ai.tick(admin, buildings, scraps);
|
||||
ai.tick(admin, state);
|
||||
}
|
||||
|
||||
// World mutation: collection/delivery and healing.
|
||||
void runModules()
|
||||
{
|
||||
beamEvents.clear();
|
||||
salvager.tick(tick, scraps, buildings, beamEvents);
|
||||
salvager.tick(tick, state, beamEvents);
|
||||
repair.tick(tick, beamEvents);
|
||||
}
|
||||
|
||||
@@ -135,7 +141,7 @@ struct Fixture
|
||||
void salvageTick()
|
||||
{
|
||||
beamEvents.clear();
|
||||
salvager.tick(tick, scraps, buildings, beamEvents);
|
||||
salvager.tick(tick, state, beamEvents);
|
||||
++tick;
|
||||
}
|
||||
|
||||
@@ -949,18 +955,18 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
|
||||
{
|
||||
Fixture f;
|
||||
|
||||
const BuildingId bayId = f.buildings.place(BuildingType::SalvageBay,
|
||||
const BuildingId bayId = f.buildings.place(f.state, BuildingType::SalvageBay,
|
||||
QPoint(-4, 0), Rotation::East, 0).value();
|
||||
Tick t = 0;
|
||||
for (int i = 0; i < 500; ++i)
|
||||
{
|
||||
f.buildings.tickConstruction(t++);
|
||||
if (f.buildings.findBuilding(bayId) != nullptr)
|
||||
f.construction.tick(f.state, f.belts, t++);
|
||||
if (findBuilding(f.state, bayId) != nullptr)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
REQUIRE(f.buildings.findBuilding(bayId) != nullptr);
|
||||
REQUIRE(findBuilding(f.state, bayId) != nullptr);
|
||||
|
||||
const ShipLayoutConfig salvageLayout = makeSingleModuleLayout("salvager");
|
||||
const entt::entity ship = f.ships.spawn("salvage_ship", QVector2D(5.0f, 0.0f),
|
||||
@@ -984,15 +990,15 @@ TEST_CASE("SalvagerSystem: full-cargo ship at its SalvageBay hands over cargo",
|
||||
{
|
||||
Fixture f;
|
||||
|
||||
const BuildingId bayId = f.buildings.place(BuildingType::SalvageBay,
|
||||
const BuildingId bayId = f.buildings.place(f.state, BuildingType::SalvageBay,
|
||||
QPoint(-4, 0), Rotation::East, 0).value();
|
||||
Tick t = 0;
|
||||
for (int i = 0; i < 500; ++i)
|
||||
{
|
||||
f.buildings.tickConstruction(t++);
|
||||
if (f.buildings.findBuilding(bayId) != nullptr) { break; }
|
||||
f.construction.tick(f.state, f.belts, t++);
|
||||
if (findBuilding(f.state, bayId) != nullptr) { break; }
|
||||
}
|
||||
const Building* bay = f.buildings.findBuilding(bayId);
|
||||
const Building* bay = findBuilding(f.state, bayId);
|
||||
REQUIRE(bay != nullptr);
|
||||
// Config-driven output-buffer capacity is applied on placement (REQ-BLD-SALVAGE-BAY).
|
||||
REQUIRE(bay->outputBuffer.capacity == 20);
|
||||
@@ -1013,7 +1019,7 @@ TEST_CASE("SalvagerSystem: full-cargo ship at its SalvageBay hands over cargo",
|
||||
|
||||
// One unit handed over from cargo into the bay's output buffer.
|
||||
REQUIRE(f.admin.get<CargoComponent>(ship).current == before - 1);
|
||||
const Building* bayAfter = f.buildings.findBuilding(bayId);
|
||||
const Building* bayAfter = findBuilding(f.state, bayId);
|
||||
REQUIRE(bayAfter != nullptr);
|
||||
REQUIRE(bayAfter->outputBuffer.items.size() == 1);
|
||||
REQUIRE(bayAfter->outputBuffer.items.front().type.id == "scrap");
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "catch.hpp"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <climits>
|
||||
@@ -529,9 +530,9 @@ TEST_CASE("Blueprint placement: buildings land at anchor + offset from cursor",
|
||||
|
||||
REQUIRE(idA != kInvalidBuildingId);
|
||||
REQUIRE(idB != kInvalidBuildingId);
|
||||
REQUIRE(sim.getBuildings().isTileOccupied(cursor + offsetA)); // (-6, 0)
|
||||
REQUIRE(sim.getBuildings().isTileOccupied(cursor + offsetB)); // (-4, 0)
|
||||
REQUIRE_FALSE(sim.getBuildings().isTileOccupied(cursor)); // center not occupied
|
||||
REQUIRE(isTileOccupied(sim.getFactoryState(), cursor + offsetA)); // (-6, 0)
|
||||
REQUIRE(isTileOccupied(sim.getFactoryState(), cursor + offsetB)); // (-4, 0)
|
||||
REQUIRE_FALSE(isTileOccupied(sim.getFactoryState(), cursor)); // center not occupied
|
||||
}
|
||||
|
||||
TEST_CASE("Blueprint placement: cost is deducted for each building in sequence", "[blueprint]")
|
||||
@@ -600,7 +601,7 @@ TEST_CASE("Simulation: tryPlaceBuilding rejects terrain-invalid placement and ch
|
||||
|
||||
REQUIRE_FALSE(id.has_value());
|
||||
REQUIRE(sim.getBuildingBlocksStock() == startBlocks);
|
||||
REQUIRE(sim.getBuildings().getAllSites().empty());
|
||||
REQUIRE(getAllSites(sim.getFactoryState()).empty());
|
||||
}
|
||||
|
||||
TEST_CASE("Simulation: tryPlaceBuilding accepts a valid asteroid spot, occupies tiles, charges cost",
|
||||
@@ -623,11 +624,11 @@ TEST_CASE("Simulation: tryPlaceBuilding accepts a valid asteroid spot, occupies
|
||||
|
||||
REQUIRE(id != kInvalidBuildingId);
|
||||
REQUIRE(sim.getBuildingBlocksStock() == startBlocks - minerCost);
|
||||
REQUIRE(sim.getBuildings().isTileOccupied(QPoint(-3, 0)));
|
||||
REQUIRE(sim.getBuildings().isTileOccupied(QPoint(-2, 0)));
|
||||
REQUIRE(sim.getBuildings().isTileOccupied(QPoint(-3, 1)));
|
||||
REQUIRE(isTileOccupied(sim.getFactoryState(), QPoint(-3, 0)));
|
||||
REQUIRE(isTileOccupied(sim.getFactoryState(), QPoint(-2, 0)));
|
||||
REQUIRE(isTileOccupied(sim.getFactoryState(), QPoint(-3, 1)));
|
||||
// The output-port tile (1,1)+anchor = (-2,1) is not a body cell.
|
||||
REQUIRE_FALSE(sim.getBuildings().isTileOccupied(QPoint(-2, 1)));
|
||||
REQUIRE_FALSE(isTileOccupied(sim.getFactoryState(), QPoint(-2, 1)));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -665,9 +666,9 @@ TEST_CASE("Blueprint placement: setRecipe on construction site stores recipe", "
|
||||
const BuildingId id = SimulationTestAccess::place(sim,BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
|
||||
REQUIRE(id != kInvalidBuildingId);
|
||||
|
||||
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
|
||||
|
||||
const ConstructionSite* site = sim.getBuildings().findSite(id);
|
||||
const ConstructionSite* site = findSite(sim.getFactoryState(), id);
|
||||
REQUIRE(site != nullptr);
|
||||
REQUIRE(site->recipeId == "mine_iron_ore");
|
||||
}
|
||||
@@ -679,7 +680,7 @@ TEST_CASE("Blueprint placement: recipe transfers to building after construction
|
||||
|
||||
const BuildingId id = SimulationTestAccess::place(sim,BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
|
||||
REQUIRE(id != kInvalidBuildingId);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_copper_ore");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_copper_ore");
|
||||
|
||||
// Miner construction_time_seconds = 10 → completesAt = secondsToTicks(10) = 300.
|
||||
// Run 301 ticks (0..300) to process the completion tick.
|
||||
@@ -688,7 +689,7 @@ TEST_CASE("Blueprint placement: recipe transfers to building after construction
|
||||
sim.tick();
|
||||
}
|
||||
|
||||
const Building* b = sim.getBuildings().findBuilding(id);
|
||||
const Building* b = findBuilding(sim.getFactoryState(), id);
|
||||
REQUIRE(b != nullptr);
|
||||
REQUIRE(b->recipeId == "mine_copper_ore");
|
||||
}
|
||||
@@ -708,8 +709,8 @@ TEST_CASE("Blueprint creation: a construction site is captured", "[blueprint]")
|
||||
const BuildingId id =
|
||||
SimulationTestAccess::place(sim, BuildingType::Belt, QPoint(-2, 0), Rotation::East).value();
|
||||
REQUIRE(id != kInvalidBuildingId);
|
||||
REQUIRE(sim.getBuildings().findSite(id) != nullptr);
|
||||
REQUIRE(sim.getBuildings().findBuilding(id) == nullptr);
|
||||
REQUIRE(findSite(sim.getFactoryState(), id) != nullptr);
|
||||
REQUIRE(findBuilding(sim.getFactoryState(), id) == nullptr);
|
||||
|
||||
const Blueprint bp = captureBlueprintFromSelection(sim, { id });
|
||||
|
||||
@@ -725,7 +726,7 @@ TEST_CASE("Blueprint creation: a construction site's recipe is captured", "[blue
|
||||
const BuildingId id =
|
||||
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
|
||||
REQUIRE(id != kInvalidBuildingId);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
|
||||
|
||||
const Blueprint bp = captureBlueprintFromSelection(sim, { id });
|
||||
|
||||
@@ -742,16 +743,16 @@ TEST_CASE("Blueprint creation: mixed operational building and construction site
|
||||
const BuildingId idA =
|
||||
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
|
||||
REQUIRE(idA != kInvalidBuildingId);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(idA, "mine_iron_ore");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), idA, "mine_iron_ore");
|
||||
for (int i = 0; i <= static_cast<int>(secondsToTicks(10.0)); ++i) { sim.tick(); }
|
||||
REQUIRE(sim.getBuildings().findBuilding(idA) != nullptr);
|
||||
REQUIRE(findBuilding(sim.getFactoryState(), idA) != nullptr);
|
||||
|
||||
// Building B: place and configure, but leave as a construction site.
|
||||
const BuildingId idB =
|
||||
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-6, 0), Rotation::East).value();
|
||||
REQUIRE(idB != kInvalidBuildingId);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(idB, "mine_copper_ore");
|
||||
REQUIRE(sim.getBuildings().findSite(idB) != nullptr);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), idB, "mine_copper_ore");
|
||||
REQUIRE(findSite(sim.getFactoryState(), idB) != nullptr);
|
||||
|
||||
const Blueprint bp = captureBlueprintFromSelection(sim, { idA, idB });
|
||||
|
||||
@@ -775,7 +776,7 @@ TEST_CASE("Blueprint creation: selectionHasPlaceableBuilding sees a construction
|
||||
const BuildingId id =
|
||||
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
|
||||
REQUIRE(id != kInvalidBuildingId);
|
||||
REQUIRE(sim.getBuildings().findSite(id) != nullptr);
|
||||
REQUIRE(findSite(sim.getFactoryState(), id) != nullptr);
|
||||
REQUIRE(selectionHasPlaceableBuilding(sim, { id }));
|
||||
}
|
||||
|
||||
@@ -853,9 +854,9 @@ TEST_CASE("Blueprint placement: setShipLayout on construction site stores layout
|
||||
pm.rotation = Rotation::East;
|
||||
layout.placedModules.push_back(pm);
|
||||
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(id, layout);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), id, layout);
|
||||
|
||||
const ConstructionSite* site = sim.getBuildings().findSite(id);
|
||||
const ConstructionSite* site = findSite(sim.getFactoryState(), id);
|
||||
REQUIRE(site != nullptr);
|
||||
REQUIRE(site->shipLayout.has_value());
|
||||
REQUIRE(site->shipLayout->placedModules.size() == 1);
|
||||
@@ -877,7 +878,7 @@ TEST_CASE("Blueprint placement: ship layout transfers to building after construc
|
||||
pm.rotation = Rotation::North;
|
||||
layout.placedModules.push_back(pm);
|
||||
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(id, layout);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), id, layout);
|
||||
|
||||
// Shipyard construction_time_seconds = 30 in the test config.
|
||||
double constructionTime = 0.0;
|
||||
@@ -892,7 +893,7 @@ TEST_CASE("Blueprint placement: ship layout transfers to building after construc
|
||||
sim.tick();
|
||||
}
|
||||
|
||||
const Building* b = sim.getBuildings().findBuilding(id);
|
||||
const Building* b = findBuilding(sim.getFactoryState(), id);
|
||||
REQUIRE(b != nullptr);
|
||||
REQUIRE(b->shipLayout.has_value());
|
||||
REQUIRE(b->shipLayout->placedModules.size() == 1);
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "catch.hpp"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
@@ -36,8 +37,7 @@ BuildingId placeOperational(Simulation& sim, const GameConfig& cfg,
|
||||
{
|
||||
const BuildingDef* def = findDef(cfg, type);
|
||||
REQUIRE(def != nullptr);
|
||||
return SimulationTestAccess::buildings(sim).placeImmediate(
|
||||
type, def->surfaceMask, anchor, Rotation::East);
|
||||
return SimulationTestAccess::buildings(sim).placeImmediate(SimulationTestAccess::state(sim), type, def->surfaceMask, anchor, Rotation::East);
|
||||
}
|
||||
|
||||
const ShipDef* findAvailableSchematic(const GameConfig& cfg)
|
||||
@@ -66,7 +66,7 @@ TEST_CASE("readBuildingConfig returns a miner's selected recipe", "[copyconfig]"
|
||||
Simulation sim(loadTestConfig(), 7);
|
||||
|
||||
const BuildingId id = placeOperational(sim, cfg, BuildingType::Miner, QPoint(0, 0));
|
||||
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
|
||||
|
||||
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
|
||||
REQUIRE(config.has_value());
|
||||
@@ -102,8 +102,8 @@ TEST_CASE("readBuildingConfig returns a shipyard's schematic and layout",
|
||||
REQUIRE(schematic != nullptr);
|
||||
|
||||
const BuildingId id = placeOperational(sim, cfg, BuildingType::Shipyard, QPoint(0, 0));
|
||||
SimulationTestAccess::buildings(sim).setRecipe(id, schematic->id);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(id, ShipLayoutConfig{});
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, schematic->id);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), id, ShipLayoutConfig{});
|
||||
|
||||
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
|
||||
REQUIRE(config.has_value());
|
||||
@@ -122,10 +122,10 @@ TEST_CASE("readBuildingConfig reads a queued construction site", "[copyconfig]")
|
||||
const BuildingId id =
|
||||
SimulationTestAccess::place(sim, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
|
||||
REQUIRE(id != kInvalidBuildingId);
|
||||
REQUIRE(sim.getBuildings().findBuilding(id) == nullptr);
|
||||
REQUIRE(sim.getBuildings().findSite(id) != nullptr);
|
||||
REQUIRE(findBuilding(sim.getFactoryState(), id) == nullptr);
|
||||
REQUIRE(findSite(sim.getFactoryState(), id) != nullptr);
|
||||
|
||||
SimulationTestAccess::buildings(sim).setRecipe(id, "mine_iron_ore");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), id, "mine_iron_ore");
|
||||
|
||||
const std::optional<BuildingConfig> config = readBuildingConfig(sim, id);
|
||||
REQUIRE(config.has_value());
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -5,6 +5,7 @@
|
||||
#include "BeltSystem.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
#include "FactoryState.h"
|
||||
#include "BuildingType.h"
|
||||
#include "CombatSystem.h"
|
||||
#include "ConfigLoader.h"
|
||||
@@ -51,6 +52,7 @@ static entt::entity findWeaponChild(EntityAdmin& admin, entt::entity ship)
|
||||
struct CombatFixture
|
||||
{
|
||||
GameConfig cfg;
|
||||
FactoryState state = makeFactoryState(cfg);
|
||||
std::mt19937 rng;
|
||||
EntityAdmin admin;
|
||||
BuildingId nextBuildingId;
|
||||
@@ -110,7 +112,7 @@ TEST_CASE("CombatSystem: ship fires when cooldown=0 and target in range", "[comb
|
||||
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
|
||||
|
||||
std::vector<BeamFiredEvent> events;
|
||||
f.combat.tick(0, f.admin, f.buildings, events);
|
||||
f.combat.tick(0, f.admin, events);
|
||||
f.combat.applyPendingDamage(5, f.admin);
|
||||
|
||||
REQUIRE(f.admin.get<HealthComponent>(player).hp < hpBefore);
|
||||
@@ -143,13 +145,13 @@ TEST_CASE("CombatSystem: cooldown prevents firing before it expires", "[combat]"
|
||||
};
|
||||
|
||||
std::vector<BeamFiredEvent> events;
|
||||
f.combat.tick(0, f.admin, f.buildings, events);
|
||||
f.combat.tick(0, f.admin, events);
|
||||
REQUIRE_FALSE(enemyFiredIn(events));
|
||||
|
||||
f.combat.tick(1, f.admin, f.buildings, events);
|
||||
f.combat.tick(1, f.admin, events);
|
||||
REQUIRE_FALSE(enemyFiredIn(events));
|
||||
|
||||
f.combat.tick(2, f.admin, f.buildings, events);
|
||||
f.combat.tick(2, f.admin, events);
|
||||
REQUIRE(enemyFiredIn(events));
|
||||
}
|
||||
|
||||
@@ -164,7 +166,7 @@ TEST_CASE("CombatSystem: no fire when target is out of range", "[combat]")
|
||||
f.wireEnemyTarget(enemy, player);
|
||||
|
||||
std::vector<BeamFiredEvent> events;
|
||||
f.combat.tick(0, f.admin, f.buildings, events);
|
||||
f.combat.tick(0, f.admin, events);
|
||||
REQUIRE(events.empty());
|
||||
}
|
||||
|
||||
@@ -307,7 +309,7 @@ TEST_CASE("CombatSystem: damage not applied before impact tick", "[combat]")
|
||||
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
|
||||
|
||||
std::vector<BeamFiredEvent> events;
|
||||
f.combat.tick(0, f.admin, f.buildings, events);
|
||||
f.combat.tick(0, f.admin, events);
|
||||
|
||||
for (Tick t = 1; t < 5; ++t)
|
||||
{
|
||||
@@ -329,7 +331,7 @@ TEST_CASE("CombatSystem: damage applied exactly at impact tick", "[combat]")
|
||||
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
|
||||
|
||||
std::vector<BeamFiredEvent> events;
|
||||
f.combat.tick(0, f.admin, f.buildings, events);
|
||||
f.combat.tick(0, f.admin, events);
|
||||
f.combat.applyPendingDamage(5, f.admin);
|
||||
|
||||
REQUIRE(f.admin.get<HealthComponent>(player).hp < hpBefore);
|
||||
@@ -346,7 +348,7 @@ TEST_CASE("CombatSystem: damage silently dropped if target already dead", "[comb
|
||||
f.wireEnemyTarget(enemy, player);
|
||||
|
||||
std::vector<BeamFiredEvent> events;
|
||||
f.combat.tick(0, f.admin, f.buildings, events);
|
||||
f.combat.tick(0, f.admin, events);
|
||||
|
||||
f.ships.despawn(player);
|
||||
|
||||
@@ -369,7 +371,7 @@ TEST_CASE("CombatSystem: damage still applied if shooter already dead", "[combat
|
||||
const float hpBefore = f.admin.get<HealthComponent>(player).hp;
|
||||
|
||||
std::vector<BeamFiredEvent> events;
|
||||
f.combat.tick(0, f.admin, f.buildings, events);
|
||||
f.combat.tick(0, f.admin, events);
|
||||
|
||||
f.ships.despawn(enemy);
|
||||
|
||||
@@ -413,7 +415,7 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
|
||||
|
||||
sim.tick();
|
||||
|
||||
const std::vector<DebrisInfo> scraps = sim.getDebrisSystem().getAllDebrisInfo();
|
||||
const std::vector<DebrisInfo> scraps = getAllDebrisInfo(sim.getAdmin());
|
||||
REQUIRE(scraps.size() == 1);
|
||||
CHECK(sim.getAdmin().get<DebrisComponent>(scraps[0].entity).amount == 59);
|
||||
}
|
||||
|
||||
@@ -47,7 +47,7 @@ TEST_CASE("apply(PlaceBuildingCommand) with recipe matches place-then-setRecipe"
|
||||
|
||||
const BuildingId id =
|
||||
SimulationTestAccess::place(viaDirect, BuildingType::Miner, QPoint(-2, 0), Rotation::East).value();
|
||||
SimulationTestAccess::buildings(viaDirect).setRecipe(id, "mine_iron_ore");
|
||||
SimulationTestAccess::buildings(viaDirect).setRecipe(SimulationTestAccess::state(viaDirect), id, "mine_iron_ore");
|
||||
|
||||
REQUIRE(viaCommand.computeStateChecksum() == viaDirect.computeStateChecksum());
|
||||
}
|
||||
|
||||
@@ -116,16 +116,16 @@ TEST_CASE("DebrisSystem: collectOne depletes one scrap and keeps the debris unti
|
||||
|
||||
const entt::entity e = ss.spawn(QVector2D(0.0f, 0.0f), 3, 100);
|
||||
|
||||
REQUIRE(ss.collectOne(e));
|
||||
REQUIRE(collectOne(admin, e));
|
||||
REQUIRE(admin.isValid(e));
|
||||
REQUIRE(admin.get<DebrisComponent>(e).amount == 2);
|
||||
|
||||
REQUIRE(ss.collectOne(e));
|
||||
REQUIRE(collectOne(admin, e));
|
||||
REQUIRE(admin.isValid(e));
|
||||
REQUIRE(admin.get<DebrisComponent>(e).amount == 1);
|
||||
|
||||
// Final unit collected: the debris is removed once depleted.
|
||||
REQUIRE(ss.collectOne(e));
|
||||
REQUIRE(collectOne(admin, e));
|
||||
REQUIRE_FALSE(admin.isValid(e));
|
||||
}
|
||||
|
||||
@@ -134,7 +134,7 @@ TEST_CASE("DebrisSystem: collectOne returns false for an invalid entity", "[debr
|
||||
EntityAdmin admin;
|
||||
DebrisSystem ss(admin);
|
||||
|
||||
REQUIRE_FALSE(ss.collectOne(entt::null));
|
||||
REQUIRE_FALSE(collectOne(admin, entt::null));
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -149,7 +149,7 @@ TEST_CASE("DebrisSystem: getAllDebrisInfo returns all spawned debris", "[debris]
|
||||
ss.spawn(QVector2D(1.0f, 2.0f), 3, 100);
|
||||
ss.spawn(QVector2D(4.0f, 5.0f), 6, 200);
|
||||
|
||||
const std::vector<DebrisInfo> info = ss.getAllDebrisInfo();
|
||||
const std::vector<DebrisInfo> info = getAllDebrisInfo(admin);
|
||||
REQUIRE(info.size() == 2);
|
||||
}
|
||||
|
||||
@@ -161,7 +161,7 @@ TEST_CASE("DebrisSystem: getAllDebrisInfo reports each debris entry.s remaining
|
||||
const entt::entity a = ss.spawn(QVector2D(1.0f, 2.0f), 3, 100);
|
||||
const entt::entity b = ss.spawn(QVector2D(4.0f, 5.0f), 6, 200);
|
||||
|
||||
const std::vector<DebrisInfo> info = ss.getAllDebrisInfo();
|
||||
const std::vector<DebrisInfo> info = getAllDebrisInfo(admin);
|
||||
REQUIRE(info.size() == 2);
|
||||
for (const DebrisInfo& i : info)
|
||||
{
|
||||
|
||||
@@ -5,11 +5,15 @@
|
||||
#include <vector>
|
||||
|
||||
#include "ConfigLoader.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "GameConfig.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "Rotation.h"
|
||||
#include "SchematicChoiceOption.h"
|
||||
#include "Simulation.h"
|
||||
#include "SimulationTestAccess.h"
|
||||
#include "StateChecksum.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "Tick.h"
|
||||
#include "TestConfig.h"
|
||||
|
||||
@@ -17,9 +21,33 @@ namespace
|
||||
{
|
||||
constexpr int kScriptTicks = 2000;
|
||||
|
||||
// Ticks at which the scripted session destroys the enemy stations, and the ticks
|
||||
// on which the resulting schematic choice is taken. A station dying triggers the
|
||||
// choice generation (REQ-DEF-SCHEMATIC-DROP), which lands during that same tick,
|
||||
// so the choice is applied on the tick after.
|
||||
constexpr int kFirstStationKillTick = 800;
|
||||
constexpr int kFirstChoiceTick = kFirstStationKillTick + 1;
|
||||
constexpr int kSecondStationKillTick = 1400;
|
||||
constexpr int kSecondChoiceTick = kSecondStationKillTick + 1;
|
||||
|
||||
// Zeroes the HP of every enemy station, so the next tick processes their death.
|
||||
void killEnemyStations(Simulation& sim)
|
||||
{
|
||||
sim.getAdmin().forEach<StationBodyComponent, FactionComponent, HealthComponent>(
|
||||
[](entt::entity, StationBodyComponent&, FactionComponent& faction,
|
||||
HealthComponent& health)
|
||||
{
|
||||
if (faction.isEnemy) { health.hp = 0.0f; }
|
||||
});
|
||||
}
|
||||
|
||||
// Runs a fixed scripted session and returns the full-state checksum after every
|
||||
// tick. The script places a small factory, deconstructs part of it mid-run, and
|
||||
// otherwise lets waves/combat run so the RNG stream and ECS state are exercised.
|
||||
// It also destroys the enemy stations twice and takes the offered schematic
|
||||
// choice, so that unlock state (awarded groups, per-schematic levels, and the
|
||||
// implicit recipe/item sets derived from them) is exercised as well and reaches
|
||||
// the checksum via UnlockState::appendChecksum.
|
||||
std::vector<std::uint64_t> runScriptedSession(unsigned int seed)
|
||||
{
|
||||
Simulation sim(loadTestConfig(), seed);
|
||||
@@ -40,6 +68,26 @@ std::vector<std::uint64_t> runScriptedSession(unsigned int seed)
|
||||
SimulationTestAccess::place(sim, BuildingType::Smelter, QPoint(-3, 3), Rotation::East);
|
||||
}
|
||||
|
||||
if (t == kFirstStationKillTick || t == kSecondStationKillTick)
|
||||
{
|
||||
killEnemyStations(sim);
|
||||
}
|
||||
|
||||
if (t == kFirstChoiceTick)
|
||||
{
|
||||
// Guarded rather than assumed: if the test config ever stops offering
|
||||
// a group here, this script would silently stop covering unlock state.
|
||||
REQUIRE(sim.hasSchematicChoicesPending());
|
||||
SimulationTestAccess::applySchematicChoice(sim, 0);
|
||||
}
|
||||
|
||||
// The second award is opportunistic — whether a group is still eligible
|
||||
// depends on what the first one granted and on the prerequisite gating.
|
||||
if (t == kSecondChoiceTick && sim.hasSchematicChoicesPending())
|
||||
{
|
||||
SimulationTestAccess::applySchematicChoice(sim, 0);
|
||||
}
|
||||
|
||||
sim.tick();
|
||||
checksums.push_back(sim.computeStateChecksum());
|
||||
}
|
||||
@@ -152,3 +200,44 @@ TEST_CASE("Simulation: different seeds diverge in state checksum", "[determinism
|
||||
// the RNG-driven divergence; a constant checksum would be a broken hash).
|
||||
REQUIRE(a != b);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Unlock state coverage
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
TEST_CASE("Simulation: unlock state contributes to the state checksum",
|
||||
"[determinism][unlock]")
|
||||
{
|
||||
// Two sessions with identical history up to the schematic choice; only one
|
||||
// takes the choice. This pins down that awarding an unlock group actually
|
||||
// reaches the checksum, which the scripted-session tests above rely on but
|
||||
// cannot show on their own: they would still pass if UnlockState were left
|
||||
// out of the fold entirely.
|
||||
Simulation taken(loadTestConfig(), 12345u);
|
||||
Simulation skipped(loadTestConfig(), 12345u);
|
||||
|
||||
for (int t = 0; t < kFirstStationKillTick; ++t)
|
||||
{
|
||||
taken.tick();
|
||||
skipped.tick();
|
||||
}
|
||||
killEnemyStations(taken);
|
||||
killEnemyStations(skipped);
|
||||
taken.tick();
|
||||
skipped.tick();
|
||||
|
||||
// In lockstep before the choice, so the divergence below has one cause.
|
||||
REQUIRE(taken.computeStateChecksum() == skipped.computeStateChecksum());
|
||||
|
||||
REQUIRE(taken.hasSchematicChoicesPending());
|
||||
|
||||
// An artifact choice bumps m_artifactCount, which is folded separately; the
|
||||
// divergence would then not be attributable to unlock state.
|
||||
REQUIRE_FALSE(taken.getPendingSchematicChoices()[0].isArtifact);
|
||||
|
||||
SimulationTestAccess::applySchematicChoice(taken, 0);
|
||||
|
||||
// The pending-choice list is not itself folded into the checksum, so the
|
||||
// only state that changed is the unlock bookkeeping.
|
||||
REQUIRE(taken.computeStateChecksum() != skipped.computeStateChecksum());
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "catch.hpp"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
@@ -61,8 +62,7 @@ static const BuildingDef* findShipyardDef(const GameConfig& cfg)
|
||||
|
||||
static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
|
||||
{
|
||||
return SimulationTestAccess::buildings(sim).placeImmediate(
|
||||
BuildingType::Shipyard,
|
||||
return SimulationTestAccess::buildings(sim).placeImmediate(SimulationTestAccess::state(sim), BuildingType::Shipyard,
|
||||
yardDef.surfaceMask,
|
||||
QPoint(0, 0),
|
||||
Rotation::East);
|
||||
@@ -72,7 +72,7 @@ static void fillMaterials(Simulation& sim, BuildingId yardId,
|
||||
const ShipDef& def,
|
||||
const ShipLayoutConfig& layout)
|
||||
{
|
||||
SimulationTestAccess::buildings(sim).forEachBuilding([&](Building& b) {
|
||||
SimulationTestAccess::buildings(sim).forEachBuilding(SimulationTestAccess::state(sim), [&](Building& b) {
|
||||
if (b.id != yardId)
|
||||
{
|
||||
return;
|
||||
@@ -207,7 +207,7 @@ TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const BuildingId yardId = placeShipyard(sim, *yardDef);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
|
||||
|
||||
ShipLayoutConfig layout;
|
||||
PlacedModule pm;
|
||||
@@ -216,9 +216,9 @@ TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
|
||||
pm.rotation = Rotation::East;
|
||||
layout.placedModules.push_back(pm);
|
||||
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
|
||||
|
||||
const Building* b = sim.getBuildings().findBuilding(yardId);
|
||||
const Building* b = findBuilding(sim.getFactoryState(), yardId);
|
||||
REQUIRE(b != nullptr);
|
||||
// armor_plate needs 2 iron_ingot; interceptor needs 3 iron_ingot + 1 circuit_board
|
||||
// Total iron_ingot = 5, buffer cap = 2 * 5 = 10
|
||||
@@ -236,14 +236,14 @@ TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const BuildingId yardId = placeShipyard(sim, *yardDef);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
|
||||
|
||||
// Fill materials and tick to start production.
|
||||
ShipLayoutConfig emptyLayout;
|
||||
fillMaterials(sim, yardId, *def, emptyLayout);
|
||||
sim.tick();
|
||||
|
||||
const Building* b1 = sim.getBuildings().findBuilding(yardId);
|
||||
const Building* b1 = findBuilding(sim.getFactoryState(), yardId);
|
||||
REQUIRE(b1 != nullptr);
|
||||
REQUIRE(b1->production.has_value());
|
||||
|
||||
@@ -255,9 +255,9 @@ TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
|
||||
pm.rotation = Rotation::East;
|
||||
layout.placedModules.push_back(pm);
|
||||
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
|
||||
|
||||
const Building* b2 = sim.getBuildings().findBuilding(yardId);
|
||||
const Building* b2 = findBuilding(sim.getFactoryState(), yardId);
|
||||
REQUIRE(b2 != nullptr);
|
||||
CHECK_FALSE(b2->production.has_value());
|
||||
}
|
||||
@@ -278,7 +278,7 @@ TEST_CASE("Shipyard: builds a bare hull when no layout is configured",
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const BuildingId yardId = placeShipyard(sim, *yardDef);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId, "interceptor");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, "interceptor");
|
||||
// Deliberately no setShipLayout: recipe set, layout left unconfigured.
|
||||
|
||||
// Charge only the base-hull materials (an empty layout adds none).
|
||||
@@ -313,7 +313,7 @@ TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const BuildingId yardId = placeShipyard(sim, *yardDef);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
|
||||
|
||||
ShipLayoutConfig layout;
|
||||
PlacedModule pm;
|
||||
@@ -321,15 +321,15 @@ TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
|
||||
pm.position = QPoint(0, 0);
|
||||
pm.rotation = Rotation::East;
|
||||
layout.placedModules.push_back(pm);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
|
||||
|
||||
const Building* b1 = sim.getBuildings().findBuilding(yardId);
|
||||
const Building* b1 = findBuilding(sim.getFactoryState(), yardId);
|
||||
REQUIRE(b1 != nullptr);
|
||||
REQUIRE(b1->shipLayout.has_value());
|
||||
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId,"destroyer");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"destroyer");
|
||||
|
||||
const Building* b2 = sim.getBuildings().findBuilding(yardId);
|
||||
const Building* b2 = findBuilding(sim.getFactoryState(), yardId);
|
||||
REQUIRE(b2 != nullptr);
|
||||
CHECK_FALSE(b2->shipLayout.has_value());
|
||||
}
|
||||
@@ -342,7 +342,7 @@ TEST_CASE("Shipyard: setRecipe with unchanged recipe keeps ship layout",
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const BuildingId yardId = placeShipyard(sim, *yardDef);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
|
||||
|
||||
ShipLayoutConfig layout;
|
||||
PlacedModule pm;
|
||||
@@ -350,16 +350,16 @@ TEST_CASE("Shipyard: setRecipe with unchanged recipe keeps ship layout",
|
||||
pm.position = QPoint(0, 0);
|
||||
pm.rotation = Rotation::East;
|
||||
layout.placedModules.push_back(pm);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(yardId, layout);
|
||||
SimulationTestAccess::buildings(sim).setShipLayout(SimulationTestAccess::state(sim), yardId, layout);
|
||||
|
||||
const Building* b1 = sim.getBuildings().findBuilding(yardId);
|
||||
const Building* b1 = findBuilding(sim.getFactoryState(), yardId);
|
||||
REQUIRE(b1 != nullptr);
|
||||
REQUIRE(b1->shipLayout.has_value());
|
||||
|
||||
// Re-selecting the same recipe must be a no-op and preserve the layout.
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId,"interceptor");
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId,"interceptor");
|
||||
|
||||
const Building* b2 = sim.getBuildings().findBuilding(yardId);
|
||||
const Building* b2 = findBuilding(sim.getFactoryState(), yardId);
|
||||
REQUIRE(b2 != nullptr);
|
||||
REQUIRE(b2->shipLayout.has_value());
|
||||
REQUIRE(b2->shipLayout->placedModules.size() == 1);
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "catch.hpp"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
@@ -57,8 +58,7 @@ static const BuildingDef* findShipyardDef(const GameConfig& cfg)
|
||||
|
||||
static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
|
||||
{
|
||||
return SimulationTestAccess::buildings(sim).placeImmediate(
|
||||
BuildingType::Shipyard,
|
||||
return SimulationTestAccess::buildings(sim).placeImmediate(SimulationTestAccess::state(sim), BuildingType::Shipyard,
|
||||
yardDef.surfaceMask,
|
||||
QPoint(0, 0),
|
||||
Rotation::East);
|
||||
@@ -74,7 +74,7 @@ static int countShips(Simulation& sim)
|
||||
|
||||
static void fillMaterials(Simulation& sim, BuildingId yardId, const ShipDef& def)
|
||||
{
|
||||
SimulationTestAccess::buildings(sim).forEachBuilding([&](Building& b)
|
||||
SimulationTestAccess::buildings(sim).forEachBuilding(SimulationTestAccess::state(sim), [&](Building& b)
|
||||
{
|
||||
if (b.id != yardId)
|
||||
{
|
||||
@@ -106,7 +106,7 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
|
||||
const BuildingId yardId = placeShipyard(sim, *yardDef);
|
||||
REQUIRE(yardId != kInvalidBuildingId);
|
||||
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId, def->id);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, def->id);
|
||||
fillMaterials(sim, yardId, *def);
|
||||
|
||||
// First tick: materials consumed, production cycle starts — no ship yet.
|
||||
@@ -165,7 +165,7 @@ TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
|
||||
const int shipsBefore = countShips(sim);
|
||||
|
||||
const BuildingId yardId = placeShipyard(sim, *yardDef);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId, def->id);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, def->id);
|
||||
// Materials remain at zero (default after setRecipe); no cycle starts.
|
||||
|
||||
const Tick cycleTicks = secondsToTicks(def->schematic.productionTimeSeconds);
|
||||
@@ -187,7 +187,7 @@ TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipya
|
||||
REQUIRE(yardDef != nullptr);
|
||||
|
||||
const BuildingId yardId = placeShipyard(sim, *yardDef);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(yardId, def->id);
|
||||
SimulationTestAccess::buildings(sim).setRecipe(SimulationTestAccess::state(sim), yardId, def->id);
|
||||
|
||||
const Tick cycleTicks = secondsToTicks(def->schematic.productionTimeSeconds);
|
||||
|
||||
@@ -214,7 +214,7 @@ TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipya
|
||||
// Verify the shipyard production field cleared (i.e. the cycle completed
|
||||
// and is not still running).
|
||||
bool productionCleared = false;
|
||||
for (const Building& b : sim.getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(sim.getFactoryState()))
|
||||
{
|
||||
if (b.id == yardId)
|
||||
{
|
||||
|
||||
@@ -7,6 +7,7 @@
|
||||
#include "BuildingId.h"
|
||||
#include "BuildingType.h"
|
||||
#include "Rotation.h"
|
||||
#include "FactoryState.h"
|
||||
#include "Simulation.h"
|
||||
|
||||
class BeltSystem;
|
||||
@@ -25,6 +26,7 @@ class BuildingSystem;
|
||||
struct SimulationTestAccess
|
||||
{
|
||||
static BuildingSystem& buildings(Simulation& sim) { return sim.getBuildingsMutable(); }
|
||||
static FactoryState& state(Simulation& sim) { return sim.m_factoryState; }
|
||||
static BeltSystem& belts(Simulation& sim) { return sim.getBeltsMutable(); }
|
||||
|
||||
static std::optional<BuildingId> place(Simulation& sim, BuildingType type,
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "catch.hpp"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <random>
|
||||
|
||||
@@ -100,7 +101,7 @@ TEST_CASE("WaveSystem: Simulation pre-places HQ + 2 player + 2 enemy stations",
|
||||
|
||||
// HQ is still a Building (for belt integration).
|
||||
int hqCount = 0;
|
||||
for (const Building& b : sim.getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(sim.getFactoryState()))
|
||||
{
|
||||
if (b.type == BuildingType::Hq) { ++hqCount; }
|
||||
}
|
||||
@@ -143,7 +144,7 @@ TEST_CASE("WaveSystem: HQ anchor is at asteroid right edge", "[wave]")
|
||||
{
|
||||
const Simulation sim(loadTestConfig(), 42);
|
||||
|
||||
for (const Building& b : sim.getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(sim.getFactoryState()))
|
||||
{
|
||||
if (b.type != BuildingType::Hq) { continue; }
|
||||
// Rightmost body cell must be at x = -1 (asteroid right edge).
|
||||
|
||||
@@ -9,6 +9,7 @@ SET(HDRS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FieldSelectionPanel.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPanel.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutDialog.h
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutPreview.h
|
||||
@@ -30,6 +31,7 @@ SET(SRCS
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/HeaderBar.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BuildButtonGrid.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/SelectedBuildingPanel.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/FieldSelectionPanel.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/BlueprintPanel.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutDialog.cpp
|
||||
${CMAKE_CURRENT_SOURCE_DIR}/ShipLayoutPreview.cpp
|
||||
|
||||
403
src/ui/FieldSelectionPanel.cpp
Normal file
403
src/ui/FieldSelectionPanel.cpp
Normal file
@@ -0,0 +1,403 @@
|
||||
#include "FieldSelectionPanel.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#include <QFont>
|
||||
#include <QLabel>
|
||||
#include <QStringList>
|
||||
#include <QVBoxLayout>
|
||||
|
||||
#include "DebrisSystem.h"
|
||||
#include "DisplayName.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "GameConfig.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipStatsCalculator.h"
|
||||
#include "ShipStatsPanel.h"
|
||||
#include "Simulation.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "ThreatCostCalculator.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
|
||||
FieldSelectionPanel::FieldSelectionPanel(Simulation* sim,
|
||||
const GameConfig* config,
|
||||
QWidget* parent)
|
||||
: QWidget(parent)
|
||||
, m_sim(sim)
|
||||
, m_config(config)
|
||||
{
|
||||
// Zero margins and the same spacing as the enclosing SelectedBuildingPanel layout, so
|
||||
// nesting the field widgets in this panel leaves their geometry unchanged.
|
||||
m_layout = new QVBoxLayout(this);
|
||||
m_layout->setContentsMargins(0, 0, 0, 0);
|
||||
m_layout->setSpacing(4);
|
||||
m_layout->setAlignment(Qt::AlignTop);
|
||||
|
||||
m_entityTitleLabel = new QLabel(this);
|
||||
QFont titleFont = m_entityTitleLabel->font();
|
||||
titleFont.setBold(true);
|
||||
m_entityTitleLabel->setFont(titleFont);
|
||||
m_layout->addWidget(m_entityTitleLabel);
|
||||
m_entityTitleLabel->hide();
|
||||
|
||||
m_entityStatsPanel = new ShipStatsPanel(config, this);
|
||||
m_layout->addWidget(m_entityStatsPanel);
|
||||
m_entityStatsPanel->hide();
|
||||
|
||||
m_stationStatsLabel = new QLabel(this);
|
||||
m_stationStatsLabel->setWordWrap(true);
|
||||
m_layout->addWidget(m_stationStatsLabel);
|
||||
m_stationStatsLabel->hide();
|
||||
|
||||
m_entitySummaryLabel = new QLabel(this);
|
||||
m_entitySummaryLabel->setWordWrap(true);
|
||||
m_layout->addWidget(m_entitySummaryLabel);
|
||||
m_entitySummaryLabel->hide();
|
||||
|
||||
m_scrapLabel = new QLabel(this);
|
||||
m_layout->addWidget(m_scrapLabel);
|
||||
m_scrapLabel->hide();
|
||||
|
||||
hide();
|
||||
|
||||
registerForEvents();
|
||||
}
|
||||
|
||||
FieldSelectionPanel::~FieldSelectionPanel()
|
||||
{
|
||||
unregisterForEvents();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::setSelectedEntities(const std::vector<entt::entity>& entities)
|
||||
{
|
||||
m_selectedEntities = entities;
|
||||
rebuild();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::setSelectedDebris(const std::vector<entt::entity>& debris)
|
||||
{
|
||||
m_selectedDebris = debris;
|
||||
rebuild();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::clearSelection()
|
||||
{
|
||||
m_selectedEntities.clear();
|
||||
m_selectedDebris.clear();
|
||||
rebuild();
|
||||
}
|
||||
|
||||
bool FieldSelectionPanel::hasSelection() const
|
||||
{
|
||||
return !m_selectedEntities.empty() || !m_selectedDebris.empty();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::hideAllWidgets()
|
||||
{
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
m_entitySummaryLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::rebuild()
|
||||
{
|
||||
if (!hasSelection())
|
||||
{
|
||||
// Nothing in the field category: take no space, leaving the panel to whatever
|
||||
// the building category shows (REQ-UI-SELECTION-CATEGORIES).
|
||||
hideAllWidgets();
|
||||
hide();
|
||||
return;
|
||||
}
|
||||
|
||||
show();
|
||||
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
|
||||
// A full single-object stats panel is shown only for a lone field object: one actor
|
||||
// with no debris, or one piece of debris with no actors. As soon as the selection holds
|
||||
// more than one object (multiple actors, multiple debris, or actors plus debris), the
|
||||
// panel switches to the compact count summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
|
||||
{
|
||||
m_entitySummaryLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
const entt::entity entity = m_selectedEntities.front();
|
||||
if (admin.isValid(entity) && admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
buildEntityShip(entity);
|
||||
}
|
||||
else if (admin.isValid(entity) && admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
buildEntityStation(entity);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
|
||||
{
|
||||
// Single piece of debris: a "Debris" heading plus a "Scrap" stat row, styled like
|
||||
// the ship/station stats panels (REQ-UI-DEBRIS-PANEL).
|
||||
m_entitySummaryLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
buildDebrisSingle();
|
||||
return;
|
||||
}
|
||||
|
||||
// More than one field object: a compact count summary. buildEntitySummary() appends the
|
||||
// "Debris x N" and "Scrap x N" lines when debris is part of the selection.
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
buildEntitySummary();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::refreshDisplay()
|
||||
{
|
||||
if (!hasSelection()) { return; }
|
||||
|
||||
// Keep the live values current: the single-actor stats panel, the single-debris stats
|
||||
// panel (whose Scrap row shrinks as it is collected), or the count summary (whose Scrap
|
||||
// line shrinks likewise) — matching the layout chosen by rebuild()
|
||||
// (REQ-UI-SHIP-STATS-PANEL, REQ-UI-DEBRIS-PANEL).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
|
||||
{
|
||||
refreshEntityStats();
|
||||
}
|
||||
else if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
|
||||
{
|
||||
buildDebrisSingle();
|
||||
}
|
||||
else
|
||||
{
|
||||
buildEntitySummary();
|
||||
}
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::buildDebrisSingle()
|
||||
{
|
||||
// "Debris" heading + a single "Scrap" stat row for the piece's remaining amount,
|
||||
// mirroring the single-actor stats panels (REQ-UI-DEBRIS-PANEL).
|
||||
m_entityTitleLabel->setText(tr("Debris"));
|
||||
m_entityTitleLabel->show();
|
||||
m_scrapLabel->setText(tr("Scrap: %1").arg(selectedDebrisScrapTotal()));
|
||||
m_scrapLabel->show();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::buildEntitySummary()
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
|
||||
// Group actors by faction + kind + ship schematic, preserving first-seen order
|
||||
// (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
std::vector<QString> keys;
|
||||
std::map<QString, int> counts;
|
||||
std::map<QString, QString> labels;
|
||||
|
||||
for (entt::entity entity : m_selectedEntities)
|
||||
{
|
||||
if (!admin.isValid(entity)) { continue; }
|
||||
const bool isEnemy = admin.hasAll<FactionComponent>(entity)
|
||||
&& admin.get<FactionComponent>(entity).isEnemy;
|
||||
|
||||
QString key;
|
||||
QString label;
|
||||
if (admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
const std::string& id = admin.get<ShipIdentityComponent>(entity).schematicId;
|
||||
const QString name = QString::fromStdString(toDisplayName(id));
|
||||
key = (isEnemy ? QStringLiteral("ship:enemy:") : QStringLiteral("ship:player:"))
|
||||
+ QString::fromStdString(id);
|
||||
label = isEnemy ? tr("Enemy %1").arg(name) : name;
|
||||
}
|
||||
else if (admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
key = isEnemy ? QStringLiteral("station:enemy") : QStringLiteral("station:player");
|
||||
label = isEnemy ? tr("Enemy Defence Station") : tr("Player Defence Station");
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (counts.find(key) == counts.end())
|
||||
{
|
||||
keys.push_back(key);
|
||||
labels[key] = label;
|
||||
}
|
||||
counts[key] += 1;
|
||||
}
|
||||
|
||||
// One "<type> x <count>" line per group (matching the recipe tooltip and the building
|
||||
// multi-selection). No total-count header, consistent with the building panel. When
|
||||
// debris is part of the selection, a "Debris x <count>" line followed by a
|
||||
// "Scrap x <total>" line are appended into the same label so the line spacing is
|
||||
// uniform (REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-DEBRIS-PANEL).
|
||||
QStringList lines;
|
||||
for (const QString& key : keys)
|
||||
{
|
||||
lines << tr("%1 x %2").arg(labels[key]).arg(counts[key]);
|
||||
}
|
||||
if (!m_selectedDebris.empty())
|
||||
{
|
||||
lines << tr("Debris x %1").arg(static_cast<int>(m_selectedDebris.size()));
|
||||
lines << scrapTotalText();
|
||||
}
|
||||
m_entitySummaryLabel->setText(lines.join('\n'));
|
||||
m_entitySummaryLabel->show();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::buildEntityShip(entt::entity entity)
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
const ShipIdentityComponent& identity = admin.get<ShipIdentityComponent>(entity);
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
|
||||
m_entityTitleLabel->setText(tr("Ship: %1")
|
||||
.arg(QString::fromStdString(identity.schematicId)));
|
||||
m_entityTitleLabel->show();
|
||||
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
m_entityStatsPanel->setBehavior(
|
||||
admin.get<SelectedBehaviorComponent>(entity).winner);
|
||||
m_entityStatsPanel->setDebugDrawEnabled(m_debugDraw);
|
||||
|
||||
const ShipDef* schematicDef =
|
||||
m_config->ships.findShipDef(identity.schematicId);
|
||||
if (schematicDef)
|
||||
{
|
||||
const double threat = calculateShipThreatCost(
|
||||
m_config->threatCosts, *m_config, schematicDef->id,
|
||||
schematicDef->defaultModules);
|
||||
m_entityStatsPanel->setThreatCost(threat);
|
||||
}
|
||||
|
||||
m_entityStatsPanel->show();
|
||||
|
||||
m_stationStatsLabel->hide();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::buildEntityStation(entt::entity entity)
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
|
||||
const bool isEnemy = admin.hasAll<FactionComponent>(entity)
|
||||
&& admin.get<FactionComponent>(entity).isEnemy;
|
||||
m_entityTitleLabel->setText(isEnemy
|
||||
? tr("Enemy Defence Station")
|
||||
: tr("Player Defence Station"));
|
||||
m_entityTitleLabel->show();
|
||||
|
||||
float totalDps = 0.0f;
|
||||
float maxRange = 0.0f;
|
||||
bool hasWeapons = false;
|
||||
|
||||
admin.forEach<ModuleOwnerComponent, WeaponComponent>(
|
||||
[&](entt::entity /*child*/, const ModuleOwnerComponent& owner, const WeaponComponent& w)
|
||||
{
|
||||
if (owner.owner != entity) { return; }
|
||||
hasWeapons = true;
|
||||
totalDps += w.damage * w.fireRateHz;
|
||||
if (w.range_tiles > maxRange) { maxRange = w.range_tiles; }
|
||||
});
|
||||
|
||||
QString statsText = tr("HP: %1 / %2")
|
||||
.arg(static_cast<int>(health.hp + 0.5f))
|
||||
.arg(static_cast<int>(health.maxHp + 0.5f));
|
||||
|
||||
if (hasWeapons)
|
||||
{
|
||||
statsText += tr("\nDPS: %1").arg(QString::number(static_cast<double>(totalDps), 'f', 1));
|
||||
statsText += tr("\nRange: %1 tiles").arg(QString::number(static_cast<double>(maxRange), 'f', 1));
|
||||
}
|
||||
|
||||
m_stationStatsLabel->setText(statsText);
|
||||
m_stationStatsLabel->show();
|
||||
|
||||
m_entityStatsPanel->hide();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::refreshEntityStats()
|
||||
{
|
||||
// Only the single-actor stats panel needs a live refresh; the multi-actor summary is
|
||||
// static counts, and GameWorldView prunes dead/despawned actors and re-emits the
|
||||
// selection (REQ-UI-ENTITY-CLICK-SELECT), so the panel does not mutate it here.
|
||||
if (m_selectedEntities.size() != 1) { return; }
|
||||
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
const entt::entity entity = m_selectedEntities.front();
|
||||
|
||||
if (!admin.isValid(entity) || !admin.hasAll<HealthComponent>(entity)) { return; }
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
if (health.hp <= 0.0f) { return; }
|
||||
|
||||
if (admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
m_entityStatsPanel->setBehavior(
|
||||
admin.get<SelectedBehaviorComponent>(entity).winner);
|
||||
}
|
||||
else if (admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
buildEntityStation(entity);
|
||||
}
|
||||
}
|
||||
|
||||
int FieldSelectionPanel::selectedDebrisScrapTotal() const
|
||||
{
|
||||
// Sum the remaining scrap across the still-living selected debris (REQ-UI-DEBRIS-PANEL).
|
||||
int total = 0;
|
||||
for (const DebrisInfo& info : getAllDebrisInfo(m_sim->getAdmin()))
|
||||
{
|
||||
if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), info.entity)
|
||||
!= m_selectedDebris.end())
|
||||
{
|
||||
total += info.amount;
|
||||
}
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
QString FieldSelectionPanel::scrapTotalText() const
|
||||
{
|
||||
return tr("Scrap x %1").arg(selectedDebrisScrapTotal());
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::handleEvent(std::shared_ptr<const TickAdvancedEvent> /*event*/)
|
||||
{
|
||||
refreshDisplay();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::handleEvent(
|
||||
std::shared_ptr<const PlayerCommandsAppliedEvent> /*event*/)
|
||||
{
|
||||
// Player commands are applied by a queued drain, not synchronously. When the game is
|
||||
// paused no tick advances, so TickAdvancedEvent never fires; refresh here too.
|
||||
refreshDisplay();
|
||||
}
|
||||
|
||||
void FieldSelectionPanel::handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event)
|
||||
{
|
||||
m_debugDraw = event->active;
|
||||
m_entityStatsPanel->setDebugDrawEnabled(event->active);
|
||||
}
|
||||
91
src/ui/FieldSelectionPanel.h
Normal file
91
src/ui/FieldSelectionPanel.h
Normal file
@@ -0,0 +1,91 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include <QString>
|
||||
#include <QWidget>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "DebugDrawToggledEvent.h"
|
||||
#include "EventHandler.h"
|
||||
#include "PlayerCommandsAppliedEvent.h"
|
||||
#include "TickAdvancedEvent.h"
|
||||
|
||||
struct GameConfig;
|
||||
class Simulation;
|
||||
class ShipStatsPanel;
|
||||
class QLabel;
|
||||
class QVBoxLayout;
|
||||
|
||||
// Renders the "field" selection category — ships, defence stations and debris — as either
|
||||
// a single-object stats panel (ship, station, or debris) or a compact multi-object count
|
||||
// summary (REQ-UI-SELECTION-CATEGORIES, REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-DEBRIS-PANEL).
|
||||
//
|
||||
// The panel owns its own selection state and its own widgets, and nothing else. Which of
|
||||
// the two selection categories owns the side panel is arbitrated by the parent
|
||||
// SelectedBuildingPanel: it feeds this panel through setSelectedEntities() /
|
||||
// setSelectedDebris() / clearSelection() and asks it via hasSelection(). This panel hides
|
||||
// itself whenever its selection is empty, so an inactive field category takes no space.
|
||||
class FieldSelectionPanel : public QWidget,
|
||||
public CombinedEventHandler<TickAdvancedEvent,
|
||||
PlayerCommandsAppliedEvent,
|
||||
DebugDrawToggledEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
FieldSelectionPanel(Simulation* sim, const GameConfig* config,
|
||||
QWidget* parent = nullptr);
|
||||
~FieldSelectionPanel() override;
|
||||
|
||||
// Replaces the selected actors (ships and defence stations); debris is left alone,
|
||||
// the two coexist within the field category (REQ-UI-SELECTION-CATEGORIES).
|
||||
void setSelectedEntities(const std::vector<entt::entity>& entities);
|
||||
// Replaces the selected debris; the selected actors are left alone.
|
||||
void setSelectedDebris(const std::vector<entt::entity>& debris);
|
||||
// Drops the whole field selection — used when the building category takes over.
|
||||
void clearSelection();
|
||||
// True while the field category has anything selected, i.e. while this panel owns
|
||||
// the side panel's content.
|
||||
bool hasSelection() const;
|
||||
|
||||
private:
|
||||
void handleEvent(std::shared_ptr<const TickAdvancedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const PlayerCommandsAppliedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event) override;
|
||||
|
||||
// Picks the layout for the current selection and shows/hides this panel accordingly.
|
||||
void rebuild();
|
||||
// Keeps the live values of the layout chosen by rebuild() current.
|
||||
void refreshDisplay();
|
||||
void buildEntityShip(entt::entity entity);
|
||||
void buildEntityStation(entt::entity entity);
|
||||
void buildEntitySummary();
|
||||
void buildDebrisSingle();
|
||||
void refreshEntityStats();
|
||||
void hideAllWidgets();
|
||||
// Summed remaining scrap across the selected debris (REQ-UI-DEBRIS-PANEL).
|
||||
int selectedDebrisScrapTotal() const;
|
||||
// "Scrap x N" line for the multi-object summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
QString scrapTotalText() const;
|
||||
|
||||
Simulation* m_sim;
|
||||
const GameConfig* m_config;
|
||||
|
||||
bool m_debugDraw = false;
|
||||
|
||||
// The selected ships/defence stations. Shares the "field" selection category with
|
||||
// debris (m_selectedDebris): both can be non-empty at once (REQ-UI-SELECTION-CATEGORIES).
|
||||
std::vector<entt::entity> m_selectedEntities;
|
||||
std::vector<entt::entity> m_selectedDebris;
|
||||
|
||||
QVBoxLayout* m_layout;
|
||||
QLabel* m_entityTitleLabel;
|
||||
ShipStatsPanel* m_entityStatsPanel;
|
||||
QLabel* m_stationStatsLabel;
|
||||
QLabel* m_entitySummaryLabel;
|
||||
// Shows the debris "Scrap" stat row (single selection) — the scrap total for the
|
||||
// multi-object summary lives in m_entitySummaryLabel instead.
|
||||
QLabel* m_scrapLabel;
|
||||
};
|
||||
@@ -1,4 +1,7 @@
|
||||
#include "GameWorldView.h"
|
||||
#include "PlacementRules.h"
|
||||
#include "FactoryQueries.h"
|
||||
#include "ProductionRules.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
@@ -50,6 +53,7 @@
|
||||
#include "HealthComponent.h"
|
||||
#include "HqProxyComponent.h"
|
||||
#include "ItemIconCache.h"
|
||||
#include "PortGeometry.h"
|
||||
#include "PositionComponent.h"
|
||||
#include "RepairBehavior.h"
|
||||
#include "SalvageScrapBehavior.h"
|
||||
@@ -166,18 +170,6 @@ Rotation rotateCounterClockwise(Rotation r)
|
||||
return Rotation::East;
|
||||
}
|
||||
|
||||
QPoint portBodyTile(QPoint portTile, Rotation direction)
|
||||
{
|
||||
switch (direction)
|
||||
{
|
||||
case Rotation::East: return portTile + QPoint(-1, 0);
|
||||
case Rotation::West: return portTile + QPoint( 1, 0);
|
||||
case Rotation::North: return portTile + QPoint( 0, 1);
|
||||
case Rotation::South: return portTile + QPoint( 0, -1);
|
||||
}
|
||||
return portTile;
|
||||
}
|
||||
|
||||
// Fill color for a building's status light per its production state
|
||||
// (REQ-UI-STATUS-LIGHT).
|
||||
QColor statusLightFill(ProductionStatus status, const StatusLightVisuals& sl)
|
||||
@@ -588,7 +580,7 @@ QRect GameWorldView::getViewportRect() const
|
||||
float GameWorldView::getAsteroidLeftEdge() const
|
||||
{
|
||||
float leftX = -static_cast<float>(m_sim->getCurrentAsteroidWidth_tiles());
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
|
||||
{
|
||||
for (const QPoint& cell : b.bodyCells)
|
||||
{
|
||||
@@ -671,7 +663,7 @@ bool GameWorldView::isValidPlacement(BuildingType type, QPoint anchor,
|
||||
// Terrain and world-bounds validity are owned by the simulation
|
||||
// (REQ-BLD-PLACE-VALID); the presentation layer only adds the occupancy /
|
||||
// rotate-in-place check.
|
||||
if (!m_sim->getBuildings().isPlacementValid(type, anchor, rot))
|
||||
if (!isPlacementValid(m_sim->getFactoryState(), m_sim->getConfig(), type, anchor, rot))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -683,7 +675,7 @@ bool GameWorldView::isValidPlacement(BuildingType type, QPoint anchor,
|
||||
bool anyOccupied = false;
|
||||
for (const QPoint& relCell : parsed.bodyCells)
|
||||
{
|
||||
if (m_sim->getBuildings().isTileOccupied(anchor + relCell))
|
||||
if (isTileOccupied(m_sim->getFactoryState(), anchor + relCell))
|
||||
{
|
||||
anyOccupied = true;
|
||||
break;
|
||||
@@ -692,14 +684,14 @@ bool GameWorldView::isValidPlacement(BuildingType type, QPoint anchor,
|
||||
|
||||
if (anyOccupied)
|
||||
{
|
||||
return m_sim->getBuildings().findRotateInPlaceTarget(type, anchor, rot).has_value();
|
||||
return findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), type, anchor, rot).has_value();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
std::optional<BuildingId> GameWorldView::buildingAtTile(QPoint tile) const
|
||||
{
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
|
||||
{
|
||||
for (const QPoint& cell : b.bodyCells)
|
||||
{
|
||||
@@ -714,7 +706,7 @@ std::optional<BuildingId> GameWorldView::buildingAtTile(QPoint tile) const
|
||||
|
||||
std::optional<BuildingId> GameWorldView::siteAtTile(QPoint tile) const
|
||||
{
|
||||
for (const ConstructionSite& s : m_sim->getBuildings().getAllSites())
|
||||
for (const ConstructionSite& s : getAllSites(m_sim->getFactoryState()))
|
||||
{
|
||||
for (const QPoint& cell : s.bodyCells)
|
||||
{
|
||||
@@ -736,7 +728,7 @@ std::vector<BuildingId> GameWorldView::buildingsInBox(QPoint cornerA, QPoint cor
|
||||
const int y1 = std::max(cornerA.y(), cornerB.y());
|
||||
|
||||
std::vector<BuildingId> ids;
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
|
||||
{
|
||||
for (const QPoint& cell : b.bodyCells)
|
||||
{
|
||||
@@ -748,7 +740,7 @@ std::vector<BuildingId> GameWorldView::buildingsInBox(QPoint cornerA, QPoint cor
|
||||
}
|
||||
}
|
||||
}
|
||||
for (const ConstructionSite& s : m_sim->getBuildings().getAllSites())
|
||||
for (const ConstructionSite& s : getAllSites(m_sim->getFactoryState()))
|
||||
{
|
||||
for (const QPoint& cell : s.bodyCells)
|
||||
{
|
||||
@@ -785,7 +777,7 @@ void GameWorldView::pruneDespawnedDebris()
|
||||
if (m_selectedDebris.empty()) { return; }
|
||||
|
||||
std::vector<entt::entity> live;
|
||||
for (const DebrisInfo& info : m_sim->getDebrisSystem().getAllDebrisInfo())
|
||||
for (const DebrisInfo& info : getAllDebrisInfo(m_sim->getAdmin()))
|
||||
{
|
||||
if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), info.entity)
|
||||
!= m_selectedDebris.end())
|
||||
@@ -874,8 +866,7 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
|
||||
for (const BlueprintBuilding& bb : bp.buildings)
|
||||
{
|
||||
if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
|
||||
if (m_sim->getBuildings().findRotateInPlaceTarget(
|
||||
bb.type, center + bb.offset, bb.rotation).has_value())
|
||||
if (findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), bb.type, center + bb.offset, bb.rotation).has_value())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
@@ -889,7 +880,7 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
|
||||
if (!m_sim->isBuildingUnlocked(bb.type)) { continue; }
|
||||
const QPoint anchor = center + bb.offset;
|
||||
const std::optional<BuildingId> rotateTarget =
|
||||
m_sim->getBuildings().findRotateInPlaceTarget(bb.type, anchor, bb.rotation);
|
||||
findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), bb.type, anchor, bb.rotation);
|
||||
if (rotateTarget.has_value())
|
||||
{
|
||||
std::shared_ptr<RotateInPlaceCommand> rotateCommand =
|
||||
@@ -962,14 +953,14 @@ TunnelTileMap GameWorldView::collectTunnelTiles() const
|
||||
// single-cell tile, so a just-placed tunnel (not yet constructed) is matchable
|
||||
// (REQ-BLD-TUNNEL-MODE, REQ-BLD-TUNNEL-SELECT-HIGHLIGHT).
|
||||
TunnelTileMap tunnels;
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
|
||||
{
|
||||
if (b.type == BuildingType::TunnelEntry || b.type == BuildingType::TunnelExit)
|
||||
{
|
||||
tunnels[b.anchor] = TunnelTileInfo{b.type, b.rotation};
|
||||
}
|
||||
}
|
||||
for (const ConstructionSite& s : m_sim->getBuildings().getAllSites())
|
||||
for (const ConstructionSite& s : getAllSites(m_sim->getFactoryState()))
|
||||
{
|
||||
if (s.type == BuildingType::TunnelEntry || s.type == BuildingType::TunnelExit)
|
||||
{
|
||||
@@ -1025,7 +1016,7 @@ void GameWorldView::placeAtTile(QPoint tile)
|
||||
}
|
||||
|
||||
const std::optional<BuildingId> rotateTarget =
|
||||
m_sim->getBuildings().findRotateInPlaceTarget(type, tile, m_ghostRotation);
|
||||
findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), type, tile, m_ghostRotation);
|
||||
if (rotateTarget.has_value())
|
||||
{
|
||||
std::shared_ptr<RotateInPlaceCommand> command =
|
||||
@@ -1045,7 +1036,7 @@ void GameWorldView::placeAtTile(QPoint tile)
|
||||
|| type == BuildingType::TunnelEntry
|
||||
|| type == BuildingType::TunnelExit)
|
||||
{
|
||||
if (!m_sim->getBuildings().isTileOccupied(tile) && canAfford(type))
|
||||
if (!isTileOccupied(m_sim->getFactoryState(), tile) && canAfford(type))
|
||||
{
|
||||
enqueuePlaceBuilding(type, tile, m_ghostRotation);
|
||||
}
|
||||
@@ -1072,7 +1063,7 @@ void GameWorldView::recomputeBeltDragPath(QPoint cursorTile)
|
||||
std::optional<BuildingType> targetType;
|
||||
if (targetId.has_value())
|
||||
{
|
||||
if (const Building* building = m_sim->getBuildings().findBuilding(*targetId))
|
||||
if (const Building* building = findBuilding(m_sim->getFactoryState(), *targetId))
|
||||
{
|
||||
targetType = building->type;
|
||||
}
|
||||
@@ -1080,7 +1071,7 @@ void GameWorldView::recomputeBeltDragPath(QPoint cursorTile)
|
||||
else if (std::optional<BuildingId> siteId = siteAtTile(cursorTile); siteId.has_value())
|
||||
{
|
||||
targetId = siteId;
|
||||
if (const ConstructionSite* site = m_sim->getBuildings().findSite(*siteId))
|
||||
if (const ConstructionSite* site = findSite(m_sim->getFactoryState(), *siteId))
|
||||
{
|
||||
targetType = site->type;
|
||||
}
|
||||
@@ -1089,7 +1080,7 @@ void GameWorldView::recomputeBeltDragPath(QPoint cursorTile)
|
||||
if (targetId.has_value() && targetType.has_value()
|
||||
&& *targetType != BuildingType::Belt)
|
||||
{
|
||||
const std::vector<Port> inputPorts = m_sim->getBuildings().getInputPorts(*targetId);
|
||||
const std::vector<Port> inputPorts = getInputPorts(m_sim->getFactoryState(), m_sim->getConfig(), *targetId);
|
||||
std::optional<Port> best;
|
||||
float bestDistanceSq = 0.0f;
|
||||
for (const Port& port : inputPorts)
|
||||
@@ -1133,8 +1124,7 @@ std::vector<GameWorldView::BeltDragResolved> GameWorldView::resolveBeltDragPath(
|
||||
{
|
||||
BeltDragResolved item;
|
||||
const std::optional<BuildingId> rotateTarget =
|
||||
m_sim->getBuildings().findRotateInPlaceTarget(
|
||||
BuildingType::Belt, entry.tile, entry.rotation);
|
||||
findRotateInPlaceTarget(m_sim->getFactoryState(), m_sim->getConfig(), BuildingType::Belt, entry.tile, entry.rotation);
|
||||
if (rotateTarget.has_value())
|
||||
{
|
||||
// A tile holding only a belt (or belt site) is re-oriented, no cost.
|
||||
@@ -1309,7 +1299,7 @@ bool GameWorldView::drawBuildingIcon(QPainter& painter, BuildingType type,
|
||||
|
||||
void GameWorldView::drawBuildings(QPainter& painter)
|
||||
{
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
|
||||
{
|
||||
const std::map<BuildingType, BuildingVisuals>::const_iterator it =
|
||||
m_visuals->buildings.find(b.type);
|
||||
@@ -1341,7 +1331,7 @@ void GameWorldView::drawBuildings(QPainter& painter)
|
||||
|
||||
for (const Port& port : b.outputPorts)
|
||||
{
|
||||
drawPortGlyph(painter, portBodyTile(port.tile, port.direction),
|
||||
drawPortGlyph(painter, outputBodyTile(port.tile, port.direction),
|
||||
port.direction, bv.outline, /*centered*/ false);
|
||||
}
|
||||
|
||||
@@ -1351,7 +1341,7 @@ void GameWorldView::drawBuildings(QPainter& painter)
|
||||
// building footprints are rectangular, so a corner of the axis-aligned
|
||||
// bounding box is the true corner.
|
||||
if (const std::optional<ProductionStatus> status =
|
||||
m_sim->getBuildings().getProductionStatus(b))
|
||||
getProductionStatus(m_sim->getConfig(), b))
|
||||
{
|
||||
const float px = getTilePx();
|
||||
const float r = px * 0.18f;
|
||||
@@ -1376,7 +1366,7 @@ void GameWorldView::drawBuildings(QPainter& painter)
|
||||
}
|
||||
|
||||
painter.setOpacity(0.5);
|
||||
for (const ConstructionSite& s : m_sim->getBuildings().getAllSites())
|
||||
for (const ConstructionSite& s : getAllSites(m_sim->getFactoryState()))
|
||||
{
|
||||
const std::map<BuildingType, BuildingVisuals>::const_iterator it =
|
||||
m_visuals->buildings.find(s.type);
|
||||
@@ -1441,7 +1431,7 @@ void GameWorldView::drawBuildings(QPainter& painter)
|
||||
for (const Port& port : siteMask.outputPorts)
|
||||
{
|
||||
const QPoint absBody = s.anchor
|
||||
+ portBodyTile(port.tile, port.direction);
|
||||
+ outputBodyTile(port.tile, port.direction);
|
||||
drawPortGlyph(painter, absBody, port.direction, bv.outline,
|
||||
/*centered*/ false);
|
||||
}
|
||||
@@ -1453,7 +1443,7 @@ void GameWorldView::drawBuildings(QPainter& painter)
|
||||
// after every building and construction site fill so a belt (or other tile)
|
||||
// placed directly below the HQ cannot overpaint the bar (REQ-UI-STATUS-LIGHT
|
||||
// neighbours case, same rationale as the selection highlights below).
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
|
||||
{
|
||||
if (b.type != BuildingType::Hq) { continue; }
|
||||
const QPointF tl = tileToWidget(b.anchor);
|
||||
@@ -1484,12 +1474,12 @@ std::optional<QRectF> GameWorldView::footprintWidgetRect(BuildingId id) const
|
||||
std::optional<QPoint> anchor;
|
||||
std::optional<QSize> footprint;
|
||||
|
||||
if (const Building* b = m_sim->getBuildings().findBuilding(id))
|
||||
if (const Building* b = findBuilding(m_sim->getFactoryState(), id))
|
||||
{
|
||||
anchor = b->anchor;
|
||||
footprint = b->footprint;
|
||||
}
|
||||
else if (const ConstructionSite* s = m_sim->getBuildings().findSite(id))
|
||||
else if (const ConstructionSite* s = findSite(m_sim->getFactoryState(), id))
|
||||
{
|
||||
anchor = s->anchor;
|
||||
footprint = s->footprint;
|
||||
@@ -1520,7 +1510,7 @@ void GameWorldView::drawSelectionHighlights(QPainter& painter)
|
||||
if (!m_selectedDebris.empty())
|
||||
{
|
||||
const qreal outlineRadius = static_cast<qreal>(getTilePx() * 0.2f) + 3.0;
|
||||
for (const DebrisInfo& debris : m_sim->getDebrisSystem().getAllDebrisInfo())
|
||||
for (const DebrisInfo& debris : getAllDebrisInfo(m_sim->getAdmin()))
|
||||
{
|
||||
if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), debris.entity)
|
||||
== m_selectedDebris.end()) { continue; }
|
||||
@@ -1541,13 +1531,13 @@ void GameWorldView::drawCopyConfigFeedback(QPainter& painter)
|
||||
painter.setPen(Qt::NoPen);
|
||||
painter.setBrush(color);
|
||||
const BuildingType type = m_copiedConfig->type;
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
|
||||
{
|
||||
if (b.type != type) { continue; }
|
||||
const std::optional<QRectF> rect = footprintWidgetRect(b.id);
|
||||
if (rect.has_value()) { painter.drawRect(*rect); }
|
||||
}
|
||||
for (const ConstructionSite& s : m_sim->getBuildings().getAllSites())
|
||||
for (const ConstructionSite& s : getAllSites(m_sim->getFactoryState()))
|
||||
{
|
||||
if (s.type != type) { continue; }
|
||||
const std::optional<QRectF> rect = footprintWidgetRect(s.id);
|
||||
@@ -1582,7 +1572,7 @@ void GameWorldView::drawPortItems(QPainter& painter)
|
||||
const double margin = kPortMarginTiles * static_cast<double>(getTilePx());
|
||||
|
||||
QRegion clip(rect());
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
|
||||
{
|
||||
if (b.type == BuildingType::Belt || b.type == BuildingType::Splitter
|
||||
|| b.type == BuildingType::TunnelEntry || b.type == BuildingType::TunnelExit)
|
||||
@@ -1615,8 +1605,8 @@ void GameWorldView::drawPortItems(QPainter& painter)
|
||||
|
||||
painter.save();
|
||||
painter.setClipRegion(clip);
|
||||
m_sim->getBuildings().forEachEmergingItem(drawItem);
|
||||
m_sim->getBuildings().forEachIncomingItem(drawItem);
|
||||
m_sim->getBuildings().forEachEmergingItem(m_sim->getFactoryState(), drawItem);
|
||||
m_sim->getBuildings().forEachIncomingItem(m_sim->getFactoryState(), drawItem);
|
||||
painter.restore();
|
||||
}
|
||||
|
||||
@@ -1664,7 +1654,7 @@ void GameWorldView::drawBeltItems(QPainter& painter)
|
||||
void GameWorldView::drawDebris(QPainter& painter)
|
||||
{
|
||||
const float r = getTilePx() * 0.2f;
|
||||
for (const DebrisInfo& debris : m_sim->getDebrisSystem().getAllDebrisInfo())
|
||||
for (const DebrisInfo& debris : getAllDebrisInfo(m_sim->getAdmin()))
|
||||
{
|
||||
const QPointF center = worldToWidget(debris.position);
|
||||
painter.setBrush(QColor(128, 110, 90));
|
||||
@@ -1993,11 +1983,11 @@ void GameWorldView::drawSelectedTunnelConnections(QPainter& painter)
|
||||
std::optional<QPoint> anchor;
|
||||
std::optional<BuildingType> type;
|
||||
Rotation rotation = Rotation::East;
|
||||
if (const Building* b = m_sim->getBuildings().findBuilding(id))
|
||||
if (const Building* b = findBuilding(m_sim->getFactoryState(), id))
|
||||
{
|
||||
anchor = b->anchor; type = b->type; rotation = b->rotation;
|
||||
}
|
||||
else if (const ConstructionSite* s = m_sim->getBuildings().findSite(id))
|
||||
else if (const ConstructionSite* s = findSite(m_sim->getFactoryState(), id))
|
||||
{
|
||||
anchor = s->anchor; type = s->type; rotation = s->rotation;
|
||||
}
|
||||
@@ -2102,7 +2092,7 @@ void GameWorldView::drawOverlays(QPainter& painter)
|
||||
|
||||
// Queued for deconstruction: tint every building currently in the
|
||||
// deconstruction queue, regardless of mode (REQ-BLD-DECON-QUEUE).
|
||||
for (const Building& b : m_sim->getBuildings().getAllBuildings())
|
||||
for (const Building& b : getAllBuildings(m_sim->getFactoryState()))
|
||||
{
|
||||
if (!b.queuedForDeconstruction) { continue; }
|
||||
for (const QPoint& cell : b.bodyCells)
|
||||
@@ -2117,12 +2107,12 @@ void GameWorldView::drawOverlays(QPainter& painter)
|
||||
{
|
||||
for (BuildingId id : buildingsInBox(m_boxStartTile, m_boxCurrentTile))
|
||||
{
|
||||
const Building* b = m_sim->getBuildings().findBuilding(id);
|
||||
const Building* b = findBuilding(m_sim->getFactoryState(), id);
|
||||
if (b && b->type == BuildingType::Hq) { continue; }
|
||||
const std::vector<QPoint>* cells = nullptr;
|
||||
const ConstructionSite* s = nullptr;
|
||||
if (b) { cells = &b->bodyCells; }
|
||||
else if ((s = m_sim->getBuildings().findSite(id))) { cells = &s->bodyCells; }
|
||||
else if ((s = findSite(m_sim->getFactoryState(), id))) { cells = &s->bodyCells; }
|
||||
if (cells)
|
||||
{
|
||||
for (const QPoint& cell : *cells)
|
||||
@@ -2134,7 +2124,7 @@ void GameWorldView::drawOverlays(QPainter& painter)
|
||||
}
|
||||
else if (m_deconstructMode && m_deconstructHoverBuildingId.has_value())
|
||||
{
|
||||
const Building* b = m_sim->getBuildings().findBuilding(*m_deconstructHoverBuildingId);
|
||||
const Building* b = findBuilding(m_sim->getFactoryState(), *m_deconstructHoverBuildingId);
|
||||
if (b)
|
||||
{
|
||||
for (const QPoint& cell : b->bodyCells)
|
||||
@@ -2215,7 +2205,7 @@ void GameWorldView::drawBuildingGhost(QPainter& painter, BuildingType type,
|
||||
|
||||
for (const Port& port : parsed.outputPorts)
|
||||
{
|
||||
drawPortGlyph(painter, anchorTile + portBodyTile(port.tile, port.direction),
|
||||
drawPortGlyph(painter, anchorTile + outputBodyTile(port.tile, port.direction),
|
||||
port.direction, lineColor, /*centered*/ false);
|
||||
}
|
||||
|
||||
@@ -2759,7 +2749,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
|
||||
if (m_deconstructMode)
|
||||
{
|
||||
const BuildingSystem& buildings = m_sim->getBuildings();
|
||||
const FactoryState& factory = m_sim->getFactoryState();
|
||||
|
||||
// Split covered ids into construction sites (removed instantly) and
|
||||
// operational deconstructible buildings (the HQ is protected; player
|
||||
@@ -2768,12 +2758,12 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
std::vector<BuildingId> operational;
|
||||
for (BuildingId id : boxIds)
|
||||
{
|
||||
if (const Building* b = buildings.findBuilding(id))
|
||||
if (const Building* b = findBuilding(factory, id))
|
||||
{
|
||||
if (b->type == BuildingType::Hq) { continue; }
|
||||
operational.push_back(id);
|
||||
}
|
||||
else if (buildings.findSite(id))
|
||||
else if (findSite(factory, id))
|
||||
{
|
||||
sites.push_back(id);
|
||||
}
|
||||
@@ -2795,7 +2785,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
bool allQueued = !operational.empty();
|
||||
for (BuildingId id : operational)
|
||||
{
|
||||
if (!buildings.isQueuedForDeconstruction(id)) { allQueued = false; break; }
|
||||
if (!isQueuedForDeconstruction(factory, id)) { allQueued = false; break; }
|
||||
}
|
||||
for (BuildingId id : operational)
|
||||
{
|
||||
@@ -2806,7 +2796,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
|
||||
command->id = id;
|
||||
enqueueCommand(command);
|
||||
}
|
||||
else if (!buildings.isQueuedForDeconstruction(id))
|
||||
else if (!isQueuedForDeconstruction(factory, id))
|
||||
{
|
||||
std::shared_ptr<DeconstructCommand> command =
|
||||
std::make_shared<DeconstructCommand>();
|
||||
@@ -3008,7 +2998,7 @@ void GameWorldView::pasteConfigTo(BuildingId id)
|
||||
{
|
||||
// Operational splitters are configured by tile; sites by BuildingId
|
||||
// (mirrors SelectedBuildingPanel::onSplitterFilterChanged).
|
||||
if (const Building* building = m_sim->getBuildings().findBuilding(id))
|
||||
if (const Building* building = findBuilding(m_sim->getFactoryState(), id))
|
||||
{
|
||||
std::shared_ptr<SetSplitterFiltersCommand> command =
|
||||
std::make_shared<SetSplitterFiltersCommand>();
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "MainWindow.h"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <map>
|
||||
#include <random>
|
||||
@@ -277,9 +278,9 @@ void MainWindow::handleEvent(std::shared_ptr<const LayoutDialogRequestedEvent> e
|
||||
{
|
||||
// A construction site has no Building yet; fall back to its site record so
|
||||
// the shipyard layout can be configured before it is built (REQ-BLD-SITE-CONFIG).
|
||||
const Building* b = m_sim->getBuildings().findBuilding(event->shipyardId);
|
||||
const Building* b = findBuilding(m_sim->getFactoryState(), event->shipyardId);
|
||||
const ConstructionSite* s =
|
||||
b ? nullptr : m_sim->getBuildings().findSite(event->shipyardId);
|
||||
b ? nullptr : findSite(m_sim->getFactoryState(), event->shipyardId);
|
||||
if (!b && !s)
|
||||
{
|
||||
return;
|
||||
@@ -304,9 +305,9 @@ void MainWindow::handleEvent(std::shared_ptr<const RecipeSelectionRequestedEvent
|
||||
|
||||
// A construction site has no Building yet; fall back to its site record so
|
||||
// the recipe/schematic can be chosen before it is built (REQ-BLD-SITE-CONFIG).
|
||||
const Building* b = m_sim->getBuildings().findBuilding(event->buildingId);
|
||||
const Building* b = findBuilding(m_sim->getFactoryState(), event->buildingId);
|
||||
const ConstructionSite* s =
|
||||
b ? nullptr : m_sim->getBuildings().findSite(event->buildingId);
|
||||
b ? nullptr : findSite(m_sim->getFactoryState(), event->buildingId);
|
||||
if (!b && !s)
|
||||
{
|
||||
return;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include "SelectedBuildingPanel.h"
|
||||
#include "FactoryQueries.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cctype>
|
||||
@@ -9,26 +10,14 @@
|
||||
#include <QLabel>
|
||||
#include <QListWidget>
|
||||
#include <QPushButton>
|
||||
#include <QStringList>
|
||||
#include <QVBoxLayout>
|
||||
|
||||
#include "BeltSystem.h"
|
||||
#include "Command.h"
|
||||
#include "CommandRequestedEvent.h"
|
||||
#include "DisplayName.h"
|
||||
#include "DynamicBodyComponent.h"
|
||||
#include "EntityAdmin.h"
|
||||
#include "EntitySelectionChangedEvent.h"
|
||||
#include "EventManager.h"
|
||||
#include "FactionComponent.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "ModuleOwnerComponent.h"
|
||||
#include "SelectedBehaviorComponent.h"
|
||||
#include "ShipIdentityComponent.h"
|
||||
#include "ShipStatsCalculator.h"
|
||||
#include "ShipStatsPanel.h"
|
||||
#include "ThreatCostCalculator.h"
|
||||
#include "StationBodyComponent.h"
|
||||
#include "FieldSelectionPanel.h"
|
||||
#include "TickAdvancedEvent.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingSystem.h"
|
||||
@@ -40,10 +29,8 @@
|
||||
#include "RecipeSelectionDialog.h"
|
||||
#include "RecipeSelectionRequestedEvent.h"
|
||||
#include "Rotation.h"
|
||||
#include "DebrisSystem.h"
|
||||
#include "ShipLayoutPreview.h"
|
||||
#include "Simulation.h"
|
||||
#include "WeaponComponent.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
@@ -98,20 +85,6 @@ bool hasRecipeSelection(BuildingType type)
|
||||
|| type == BuildingType::Shipyard;
|
||||
}
|
||||
|
||||
// Auto-recipe buildings have no selected recipe; their production is driven by
|
||||
// whatever inputs they receive.
|
||||
bool isAutoRecipeBuilding(BuildingType type)
|
||||
{
|
||||
return type == BuildingType::Smelter
|
||||
|| type == BuildingType::ReprocessingPlant;
|
||||
}
|
||||
|
||||
bool isBeltLike(BuildingType type)
|
||||
{
|
||||
return type == BuildingType::Belt || type == BuildingType::Splitter
|
||||
|| type == BuildingType::TunnelEntry || type == BuildingType::TunnelExit;
|
||||
}
|
||||
|
||||
QString rotationLabel(Rotation r)
|
||||
{
|
||||
switch (r)
|
||||
@@ -182,30 +155,10 @@ SelectedBuildingPanel::SelectedBuildingPanel(Simulation* sim,
|
||||
connect(m_filterBList, &QListWidget::itemChanged,
|
||||
this, &SelectedBuildingPanel::onSplitterFilterChanged);
|
||||
|
||||
m_entityTitleLabel = new QLabel(this);
|
||||
QFont titleFont = m_entityTitleLabel->font();
|
||||
titleFont.setBold(true);
|
||||
m_entityTitleLabel->setFont(titleFont);
|
||||
m_layout->addWidget(m_entityTitleLabel);
|
||||
m_entityTitleLabel->hide();
|
||||
|
||||
m_entityStatsPanel = new ShipStatsPanel(config, this);
|
||||
m_layout->addWidget(m_entityStatsPanel);
|
||||
m_entityStatsPanel->hide();
|
||||
|
||||
m_stationStatsLabel = new QLabel(this);
|
||||
m_stationStatsLabel->setWordWrap(true);
|
||||
m_layout->addWidget(m_stationStatsLabel);
|
||||
m_stationStatsLabel->hide();
|
||||
|
||||
m_entitySummaryLabel = new QLabel(this);
|
||||
m_entitySummaryLabel->setWordWrap(true);
|
||||
m_layout->addWidget(m_entitySummaryLabel);
|
||||
m_entitySummaryLabel->hide();
|
||||
|
||||
m_scrapLabel = new QLabel(this);
|
||||
m_layout->addWidget(m_scrapLabel);
|
||||
m_scrapLabel->hide();
|
||||
// The field selection renders below the building content and hides itself while
|
||||
// nothing field-side is selected, so it costs no space then.
|
||||
m_fieldSelectionPanel = new FieldSelectionPanel(sim, config, this);
|
||||
m_layout->addWidget(m_fieldSelectionPanel);
|
||||
|
||||
buildEmpty();
|
||||
|
||||
@@ -224,13 +177,21 @@ void SelectedBuildingPanel::onSelectionChanged(const std::vector<BuildingId>& id
|
||||
{
|
||||
// A building selection is exclusive: it supersedes any field selection —
|
||||
// actors and scrap (REQ-UI-SELECTION-CATEGORIES).
|
||||
clearEntityDisplay();
|
||||
m_selectedDebris.clear();
|
||||
m_scrapLabel->hide();
|
||||
m_fieldSelectionPanel->clearSelection();
|
||||
}
|
||||
rebuild();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::yieldToFieldSelection()
|
||||
{
|
||||
// The mirror image of onSelectionChanged(): a field selection — actors, debris, or
|
||||
// both — supersedes any building selection (REQ-UI-SELECTION-CATEGORIES). An empty
|
||||
// field selection changes nothing here: the building content, if any, keeps the panel.
|
||||
if (!m_fieldSelectionPanel->hasSelection()) { return; }
|
||||
m_selectedBuildingIds.clear();
|
||||
buildEmpty();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::rebuild()
|
||||
{
|
||||
if (m_selectedBuildingIds.empty())
|
||||
@@ -259,22 +220,14 @@ void SelectedBuildingPanel::hideAllWidgets()
|
||||
m_filterBLabel->hide();
|
||||
m_filterBList->hide();
|
||||
m_buffersLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::clearContent()
|
||||
{
|
||||
m_singleBuildingId = std::nullopt;
|
||||
hideAllWidgets();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildEmpty()
|
||||
{
|
||||
clearContent();
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
m_entitySummaryLabel->hide();
|
||||
// Shows nothing for the building category — either because nothing is selected or
|
||||
// because the field category has taken the panel over.
|
||||
m_singleBuildingId = std::nullopt;
|
||||
hideAllWidgets();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildSingle(BuildingId id)
|
||||
@@ -282,8 +235,8 @@ void SelectedBuildingPanel::buildSingle(BuildingId id)
|
||||
m_singleBuildingId = id;
|
||||
hideAllWidgets();
|
||||
|
||||
const Building* b = m_sim->getBuildings().findBuilding(id);
|
||||
const ConstructionSite* s = b ? nullptr : m_sim->getBuildings().findSite(id);
|
||||
const Building* b = findBuilding(m_sim->getFactoryState(), id);
|
||||
const ConstructionSite* s = b ? nullptr : findSite(m_sim->getFactoryState(), id);
|
||||
if (!b && !s)
|
||||
{
|
||||
buildEmpty();
|
||||
@@ -347,7 +300,7 @@ void SelectedBuildingPanel::buildSingle(BuildingId id)
|
||||
|
||||
// Belt "Clear" removes items from a live belt tile; a construction site has
|
||||
// none and is not registered with BeltSystem yet, so hide it for sites.
|
||||
if (isBeltLike(type) && !m_singleIsSite)
|
||||
if (isBeltSubsystemType(type) && !m_singleIsSite)
|
||||
{
|
||||
m_clearBeltBtn->show();
|
||||
}
|
||||
@@ -361,7 +314,7 @@ void SelectedBuildingPanel::buildSingle(BuildingId id)
|
||||
std::optional<BeltSystem::SplitterInfo> info;
|
||||
if (m_singleIsSite)
|
||||
{
|
||||
info = m_sim->getBuildings().getSiteSplitterInfo(id);
|
||||
info = getSiteSplitterInfo(m_sim->getFactoryState(), m_sim->getConfig(), id);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -428,7 +381,7 @@ void SelectedBuildingPanel::refreshBuffers(const Building* b)
|
||||
// Auto-recipe buildings (Smelter, Reprocessing Plant) have no selected
|
||||
// recipe; while a cycle runs, resolve the recipe actually in production so
|
||||
// the cycle time and progress can be shown (REQ-UI-PRODUCTION-PROGRESS).
|
||||
if (!recipe && isAutoRecipeBuilding(b->type) && b->production.has_value())
|
||||
if (!recipe && isAutoRecipeBuildingType(b->type) && b->production.has_value())
|
||||
{
|
||||
recipe = m_config->recipes.findRecipeDef(b->production->recipeId, b->type);
|
||||
}
|
||||
@@ -522,7 +475,7 @@ void SelectedBuildingPanel::refreshBuffers(const Building* b)
|
||||
}
|
||||
|
||||
if (isProductionBuilding(b->type)
|
||||
&& (recipe || shipDef || isAutoRecipeBuilding(b->type)))
|
||||
&& (recipe || shipDef || isAutoRecipeBuildingType(b->type)))
|
||||
{
|
||||
if (recipe || shipDef)
|
||||
{
|
||||
@@ -646,29 +599,11 @@ void SelectedBuildingPanel::handleEvent(
|
||||
|
||||
void SelectedBuildingPanel::refreshSelectionDisplay(RefreshReason reason)
|
||||
{
|
||||
if (!m_selectedEntities.empty() || !m_selectedDebris.empty())
|
||||
{
|
||||
// Field selection. Keep the live values current: the single-actor stats panel,
|
||||
// the single-debris stats panel (whose Scrap row shrinks as it is collected), or
|
||||
// the count summary (whose Scrap line shrinks likewise) — matching the layout
|
||||
// chosen by buildFieldSelection() (REQ-UI-SHIP-STATS-PANEL, REQ-UI-DEBRIS-PANEL).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
|
||||
{
|
||||
refreshEntityStats();
|
||||
}
|
||||
else if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
|
||||
{
|
||||
buildDebrisSingle();
|
||||
}
|
||||
else
|
||||
{
|
||||
buildEntitySummary();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Only a single selected building has live content to refresh. While the field
|
||||
// category owns the panel there is none: yieldToFieldSelection() has cleared it, so
|
||||
// this returns immediately and the field panel refreshes itself off the same events.
|
||||
if (!m_singleBuildingId.has_value()) { return; }
|
||||
const Building* b = m_sim->getBuildings().findBuilding(*m_singleBuildingId);
|
||||
const Building* b = findBuilding(m_sim->getFactoryState(), *m_singleBuildingId);
|
||||
if (b)
|
||||
{
|
||||
if (m_titleLabel->text().startsWith(tr("(Building) ")))
|
||||
@@ -681,7 +616,7 @@ void SelectedBuildingPanel::refreshSelectionDisplay(RefreshReason reason)
|
||||
}
|
||||
return;
|
||||
}
|
||||
const ConstructionSite* s = m_sim->getBuildings().findSite(*m_singleBuildingId);
|
||||
const ConstructionSite* s = findSite(m_sim->getFactoryState(), *m_singleBuildingId);
|
||||
if (s)
|
||||
{
|
||||
// A periodic tick only advances construction progress, so update just the
|
||||
@@ -715,13 +650,13 @@ void SelectedBuildingPanel::buildMulti(const std::vector<BuildingId>& ids)
|
||||
std::map<BuildingType, int> counts;
|
||||
for (BuildingId id : ids)
|
||||
{
|
||||
const Building* b = m_sim->getBuildings().findBuilding(id);
|
||||
const Building* b = findBuilding(m_sim->getFactoryState(), id);
|
||||
if (b)
|
||||
{
|
||||
counts[b->type]++;
|
||||
continue;
|
||||
}
|
||||
const ConstructionSite* s = m_sim->getBuildings().findSite(id);
|
||||
const ConstructionSite* s = findSite(m_sim->getFactoryState(), id);
|
||||
if (s)
|
||||
{
|
||||
counts[s->type]++;
|
||||
@@ -735,7 +670,7 @@ void SelectedBuildingPanel::buildMulti(const std::vector<BuildingId>& ids)
|
||||
{
|
||||
text += buildingTypeName(entry.first) + " x "
|
||||
+ QString::number(entry.second) + "\n";
|
||||
if (isBeltLike(entry.first))
|
||||
if (isBeltSubsystemType(entry.first))
|
||||
{
|
||||
hasBelt = true;
|
||||
}
|
||||
@@ -883,8 +818,8 @@ void SelectedBuildingPanel::onClearBelt()
|
||||
std::vector<QPoint> tiles;
|
||||
for (BuildingId id : m_selectedBuildingIds)
|
||||
{
|
||||
const Building* b = m_sim->getBuildings().findBuilding(id);
|
||||
if (b && isBeltLike(b->type))
|
||||
const Building* b = findBuilding(m_sim->getFactoryState(), id);
|
||||
if (b && isBeltSubsystemType(b->type))
|
||||
{
|
||||
for (const QPoint& cell : b->bodyCells)
|
||||
{
|
||||
@@ -904,259 +839,8 @@ void SelectedBuildingPanel::onClearBelt()
|
||||
|
||||
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const EntitySelectionChangedEvent> event)
|
||||
{
|
||||
m_selectedEntities = event->entities;
|
||||
if (!m_selectedEntities.empty())
|
||||
{
|
||||
// A field selection supersedes any building selection (REQ-UI-SELECTION-CATEGORIES).
|
||||
m_selectedBuildingIds.clear();
|
||||
}
|
||||
buildFieldSelection();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildFieldSelection()
|
||||
{
|
||||
if (m_selectedEntities.empty() && m_selectedDebris.empty())
|
||||
{
|
||||
// Nothing in the field category. Fall back to empty unless buildings own the panel.
|
||||
clearEntityDisplay();
|
||||
m_scrapLabel->hide();
|
||||
if (m_selectedBuildingIds.empty())
|
||||
{
|
||||
buildEmpty();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// A field selection owns the panel: drop any building content.
|
||||
clearContent();
|
||||
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
|
||||
// A full single-object stats panel is shown only for a lone field object: one actor
|
||||
// with no debris, or one piece of debris with no actors. As soon as the selection holds
|
||||
// more than one object (multiple actors, multiple debris, or actors plus debris), the
|
||||
// panel switches to the compact count summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
if (m_selectedEntities.size() == 1 && m_selectedDebris.empty())
|
||||
{
|
||||
m_entitySummaryLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
const entt::entity entity = m_selectedEntities.front();
|
||||
if (admin.isValid(entity) && admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
buildEntityShip(entity);
|
||||
}
|
||||
else if (admin.isValid(entity) && admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
buildEntityStation(entity);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_selectedEntities.empty() && m_selectedDebris.size() == 1)
|
||||
{
|
||||
// Single piece of debris: a "Debris" heading plus a "Scrap" stat row, styled like
|
||||
// the ship/station stats panels (REQ-UI-DEBRIS-PANEL).
|
||||
m_entitySummaryLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
buildDebrisSingle();
|
||||
return;
|
||||
}
|
||||
|
||||
// More than one field object: a compact count summary. buildEntitySummary() appends the
|
||||
// "Debris x N" and "Scrap x N" lines when debris is part of the selection.
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
m_scrapLabel->hide();
|
||||
buildEntitySummary();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildDebrisSingle()
|
||||
{
|
||||
// "Debris" heading + a single "Scrap" stat row for the piece's remaining amount,
|
||||
// mirroring the single-actor stats panels (REQ-UI-DEBRIS-PANEL).
|
||||
m_entityTitleLabel->setText(tr("Debris"));
|
||||
m_entityTitleLabel->show();
|
||||
m_scrapLabel->setText(tr("Scrap: %1").arg(selectedDebrisScrapTotal()));
|
||||
m_scrapLabel->show();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildEntitySummary()
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
|
||||
// Group actors by faction + kind + ship schematic, preserving first-seen order
|
||||
// (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
std::vector<QString> keys;
|
||||
std::map<QString, int> counts;
|
||||
std::map<QString, QString> labels;
|
||||
|
||||
for (entt::entity entity : m_selectedEntities)
|
||||
{
|
||||
if (!admin.isValid(entity)) { continue; }
|
||||
const bool isEnemy = admin.hasAll<FactionComponent>(entity)
|
||||
&& admin.get<FactionComponent>(entity).isEnemy;
|
||||
|
||||
QString key;
|
||||
QString label;
|
||||
if (admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
const std::string& id = admin.get<ShipIdentityComponent>(entity).schematicId;
|
||||
const QString name = QString::fromStdString(toDisplayName(id));
|
||||
key = (isEnemy ? QStringLiteral("ship:enemy:") : QStringLiteral("ship:player:"))
|
||||
+ QString::fromStdString(id);
|
||||
label = isEnemy ? tr("Enemy %1").arg(name) : name;
|
||||
}
|
||||
else if (admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
key = isEnemy ? QStringLiteral("station:enemy") : QStringLiteral("station:player");
|
||||
label = isEnemy ? tr("Enemy Defence Station") : tr("Player Defence Station");
|
||||
}
|
||||
else
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (counts.find(key) == counts.end())
|
||||
{
|
||||
keys.push_back(key);
|
||||
labels[key] = label;
|
||||
}
|
||||
counts[key] += 1;
|
||||
}
|
||||
|
||||
// One "<type> x <count>" line per group (matching the recipe tooltip and the building
|
||||
// multi-selection). No total-count header, consistent with the building panel. When
|
||||
// debris is part of the selection, a "Debris x <count>" line followed by a
|
||||
// "Scrap x <total>" line are appended into the same label so the line spacing is
|
||||
// uniform (REQ-UI-FIELD-MULTI-SELECTION, REQ-UI-DEBRIS-PANEL).
|
||||
QStringList lines;
|
||||
for (const QString& key : keys)
|
||||
{
|
||||
lines << tr("%1 x %2").arg(labels[key]).arg(counts[key]);
|
||||
}
|
||||
if (!m_selectedDebris.empty())
|
||||
{
|
||||
lines << tr("Debris x %1").arg(static_cast<int>(m_selectedDebris.size()));
|
||||
lines << scrapTotalText();
|
||||
}
|
||||
m_entitySummaryLabel->setText(lines.join('\n'));
|
||||
m_entitySummaryLabel->show();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildEntityShip(entt::entity entity)
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
const ShipIdentityComponent& identity = admin.get<ShipIdentityComponent>(entity);
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
|
||||
m_entityTitleLabel->setText(tr("Ship: %1")
|
||||
.arg(QString::fromStdString(identity.schematicId)));
|
||||
m_entityTitleLabel->show();
|
||||
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
m_entityStatsPanel->setBehavior(
|
||||
admin.get<SelectedBehaviorComponent>(entity).winner);
|
||||
m_entityStatsPanel->setDebugDrawEnabled(m_debugDraw);
|
||||
|
||||
const ShipDef* schematicDef =
|
||||
m_config->ships.findShipDef(identity.schematicId);
|
||||
if (schematicDef)
|
||||
{
|
||||
const double threat = calculateShipThreatCost(
|
||||
m_config->threatCosts, *m_config, schematicDef->id,
|
||||
schematicDef->defaultModules);
|
||||
m_entityStatsPanel->setThreatCost(threat);
|
||||
}
|
||||
|
||||
m_entityStatsPanel->show();
|
||||
|
||||
m_stationStatsLabel->hide();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::buildEntityStation(entt::entity entity)
|
||||
{
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
|
||||
const bool isEnemy = admin.hasAll<FactionComponent>(entity)
|
||||
&& admin.get<FactionComponent>(entity).isEnemy;
|
||||
m_entityTitleLabel->setText(isEnemy
|
||||
? tr("Enemy Defence Station")
|
||||
: tr("Player Defence Station"));
|
||||
m_entityTitleLabel->show();
|
||||
|
||||
float totalDps = 0.0f;
|
||||
float maxRange = 0.0f;
|
||||
bool hasWeapons = false;
|
||||
|
||||
admin.forEach<ModuleOwnerComponent, WeaponComponent>(
|
||||
[&](entt::entity /*child*/, const ModuleOwnerComponent& owner, const WeaponComponent& w)
|
||||
{
|
||||
if (owner.owner != entity) { return; }
|
||||
hasWeapons = true;
|
||||
totalDps += w.damage * w.fireRateHz;
|
||||
if (w.range_tiles > maxRange) { maxRange = w.range_tiles; }
|
||||
});
|
||||
|
||||
QString statsText = tr("HP: %1 / %2")
|
||||
.arg(static_cast<int>(health.hp + 0.5f))
|
||||
.arg(static_cast<int>(health.maxHp + 0.5f));
|
||||
|
||||
if (hasWeapons)
|
||||
{
|
||||
statsText += tr("\nDPS: %1").arg(QString::number(static_cast<double>(totalDps), 'f', 1));
|
||||
statsText += tr("\nRange: %1 tiles").arg(QString::number(static_cast<double>(maxRange), 'f', 1));
|
||||
}
|
||||
|
||||
m_stationStatsLabel->setText(statsText);
|
||||
m_stationStatsLabel->show();
|
||||
|
||||
m_entityStatsPanel->hide();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::refreshEntityStats()
|
||||
{
|
||||
// Only the single-actor stats panel needs a live refresh; the multi-actor summary is
|
||||
// static counts, and GameWorldView prunes dead/despawned actors and re-emits the
|
||||
// selection (REQ-UI-ENTITY-CLICK-SELECT), so the panel does not mutate it here.
|
||||
if (m_selectedEntities.size() != 1) { return; }
|
||||
|
||||
EntityAdmin& admin = m_sim->getAdmin();
|
||||
const entt::entity entity = m_selectedEntities.front();
|
||||
|
||||
if (!admin.isValid(entity) || !admin.hasAll<HealthComponent>(entity)) { return; }
|
||||
const HealthComponent& health = admin.get<HealthComponent>(entity);
|
||||
if (health.hp <= 0.0f) { return; }
|
||||
|
||||
if (admin.hasAll<ShipIdentityComponent>(entity))
|
||||
{
|
||||
const ShipStats stats = buildShipStatsFromEntity(admin, entity);
|
||||
m_entityStatsPanel->refreshFromLive(stats, health.hp);
|
||||
m_entityStatsPanel->setBehavior(
|
||||
admin.get<SelectedBehaviorComponent>(entity).winner);
|
||||
}
|
||||
else if (admin.hasAll<StationBodyComponent>(entity))
|
||||
{
|
||||
buildEntityStation(entity);
|
||||
}
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::clearEntityDisplay()
|
||||
{
|
||||
m_selectedEntities.clear();
|
||||
m_entityTitleLabel->hide();
|
||||
m_entityStatsPanel->hide();
|
||||
m_stationStatsLabel->hide();
|
||||
m_entitySummaryLabel->hide();
|
||||
m_fieldSelectionPanel->setSelectedEntities(event->entities);
|
||||
yieldToFieldSelection();
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const SelectionChangedEvent> event)
|
||||
@@ -1167,38 +851,8 @@ void SelectedBuildingPanel::handleEvent(std::shared_ptr<const SelectionChangedEv
|
||||
void SelectedBuildingPanel::handleEvent(
|
||||
std::shared_ptr<const DebrisSelectionChangedEvent> event)
|
||||
{
|
||||
m_selectedDebris = event->debris;
|
||||
if (!m_selectedDebris.empty())
|
||||
{
|
||||
// Debris is a field object: it supersedes any building selection but coexists
|
||||
// with actors (REQ-UI-SELECTION-CATEGORIES).
|
||||
m_selectedBuildingIds.clear();
|
||||
}
|
||||
buildFieldSelection();
|
||||
}
|
||||
|
||||
int SelectedBuildingPanel::selectedDebrisScrapTotal() const
|
||||
{
|
||||
// Sum the remaining scrap across the still-living selected debris (REQ-UI-DEBRIS-PANEL).
|
||||
int total = 0;
|
||||
for (const DebrisInfo& info : m_sim->getDebrisSystem().getAllDebrisInfo())
|
||||
{
|
||||
if (std::find(m_selectedDebris.begin(), m_selectedDebris.end(), info.entity)
|
||||
!= m_selectedDebris.end())
|
||||
{
|
||||
total += info.amount;
|
||||
}
|
||||
}
|
||||
return total;
|
||||
}
|
||||
|
||||
QString SelectedBuildingPanel::scrapTotalText() const
|
||||
{
|
||||
return tr("Scrap x %1").arg(selectedDebrisScrapTotal());
|
||||
}
|
||||
|
||||
void SelectedBuildingPanel::handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event)
|
||||
{
|
||||
m_debugDraw = event->active;
|
||||
m_entityStatsPanel->setDebugDrawEnabled(event->active);
|
||||
// Debris is a field object: it supersedes any building selection but coexists
|
||||
// with actors (REQ-UI-SELECTION-CATEGORIES).
|
||||
m_fieldSelectionPanel->setSelectedDebris(event->debris);
|
||||
yieldToFieldSelection();
|
||||
}
|
||||
|
||||
@@ -7,12 +7,9 @@
|
||||
#include <QPoint>
|
||||
#include <QWidget>
|
||||
|
||||
#include "entt/entity/entity.hpp"
|
||||
|
||||
#include "BeltSystem.h"
|
||||
#include "Building.h"
|
||||
#include "BuildingId.h"
|
||||
#include "DebugDrawToggledEvent.h"
|
||||
#include "EntitySelectionChangedEvent.h"
|
||||
#include "EventHandler.h"
|
||||
#include "GameConfig.h"
|
||||
@@ -26,20 +23,27 @@
|
||||
#include "TickAdvancedEvent.h"
|
||||
|
||||
class Simulation;
|
||||
class FieldSelectionPanel;
|
||||
class ShipLayoutPreview;
|
||||
class ShipStatsPanel;
|
||||
class QLabel;
|
||||
class QListWidget;
|
||||
class QPushButton;
|
||||
class QVBoxLayout;
|
||||
|
||||
// Shows the current selection. The building category (buildings and construction sites)
|
||||
// is rendered by this panel itself; the field category (ships, defence stations, debris)
|
||||
// is rendered by the embedded FieldSelectionPanel.
|
||||
//
|
||||
// The two categories are mutually exclusive (REQ-UI-SELECTION-CATEGORIES) and this panel
|
||||
// is the sole arbiter of which one owns the content: it listens to all three selection
|
||||
// events, forwards the field ones to the child panel, and drops the losing category's
|
||||
// content. Neither panel touches the other's widgets.
|
||||
class SelectedBuildingPanel : public QWidget,
|
||||
public CombinedEventHandler<TickAdvancedEvent,
|
||||
PlayerCommandsAppliedEvent,
|
||||
EntitySelectionChangedEvent,
|
||||
SelectionChangedEvent,
|
||||
DebrisSelectionChangedEvent,
|
||||
DebugDrawToggledEvent>
|
||||
DebrisSelectionChangedEvent>
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
@@ -54,7 +58,6 @@ private:
|
||||
void handleEvent(std::shared_ptr<const EntitySelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const SelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const DebrisSelectionChangedEvent> event) override;
|
||||
void handleEvent(std::shared_ptr<const DebugDrawToggledEvent> event) override;
|
||||
|
||||
private slots:
|
||||
void onSelectRecipeClicked();
|
||||
@@ -73,17 +76,14 @@ private:
|
||||
};
|
||||
|
||||
void onSelectionChanged(const std::vector<BuildingId>& ids);
|
||||
// Gives the panel to the field category once it has anything selected.
|
||||
void yieldToFieldSelection();
|
||||
void refreshSelectionDisplay(RefreshReason reason);
|
||||
void rebuild();
|
||||
void hideAllWidgets();
|
||||
void clearContent();
|
||||
void buildEmpty();
|
||||
void buildSingle(BuildingId id);
|
||||
void buildMulti(const std::vector<BuildingId>& ids);
|
||||
// Summed remaining scrap across the selected debris (REQ-UI-DEBRIS-PANEL).
|
||||
int selectedDebrisScrapTotal() const;
|
||||
// "Scrap x N" line for the multi-object summary (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
QString scrapTotalText() const;
|
||||
void refreshBuffers(const Building* b);
|
||||
void refreshSiteProgress(const ConstructionSite* s);
|
||||
void updateShipyardLayoutWidgets(BuildingType type,
|
||||
@@ -116,28 +116,7 @@ private:
|
||||
QPoint m_splitterTile;
|
||||
std::string m_currentRecipeId;
|
||||
|
||||
bool m_debugDraw = false;
|
||||
// The selected ships/defence stations. Shares the "field" selection category with
|
||||
// debris (m_selectedDebris): both can be non-empty at once (REQ-UI-SELECTION-CATEGORIES).
|
||||
std::vector<entt::entity> m_selectedEntities;
|
||||
ShipStatsPanel* m_entityStatsPanel;
|
||||
QLabel* m_entityTitleLabel;
|
||||
QLabel* m_stationStatsLabel;
|
||||
QLabel* m_entitySummaryLabel;
|
||||
|
||||
std::vector<entt::entity> m_selectedDebris;
|
||||
// Shows the debris "Scrap" stat row (single selection) — the scrap total for the
|
||||
// multi-object summary lives in m_entitySummaryLabel instead.
|
||||
QLabel* m_scrapLabel;
|
||||
|
||||
// Renders the combined field selection (actors + debris): a single-object stats panel
|
||||
// (ship, station, or debris) or a multi-object count summary that appends the debris
|
||||
// count and scrap total when debris is also selected (REQ-UI-FIELD-MULTI-SELECTION).
|
||||
void buildFieldSelection();
|
||||
void buildEntityShip(entt::entity entity);
|
||||
void buildEntityStation(entt::entity entity);
|
||||
void buildEntitySummary();
|
||||
void buildDebrisSingle();
|
||||
void refreshEntityStats();
|
||||
void clearEntityDisplay();
|
||||
// Renders the field selection (actors + debris) below the building content
|
||||
// (REQ-UI-FIELD-MULTI-SELECTION). Hides itself while nothing field-side is selected.
|
||||
FieldSelectionPanel* m_fieldSelectionPanel;
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user