# Implementation Plan — Steps 4 through 8 Cross-references: `architecture.md` (design), `requirements.md` (REQ-* citations). ## Status | Step | Scope | State | |------|-------|-------| | 1 | Config loading (Formula, ConfigLoader, all config structs) | ✅ done | | 2 | Simulation shell + TickDriver + entity id allocator + event queues | ✅ done | | 3 | Belt subsystem (placement, port interface, per-tile v1, splitter routing, clearTiles, visual iteration) | ✅ done | | 4 | Buildings + placement + belt↔building transport | ✅ done | | 5 | Scrap + ships skeleton (data + spawning, no AI) | ⬜ next | | 6 | Ship behavior systems + movement arbitration | ⬜ | | 7 | Waves, threat accumulation, combat resolution, deaths & loot | ⬜ | | 8 | UI layer (GameWorldView, visuals.toml, panels, build/demolish, speed controls) | ⬜ | Tick order reference (architecture.md §Tick Order): 1. Wave scheduler — step 7 2. Threat accumulation — step 7 3. Belt→building pull — step 4 4. Building production — step 4 5. Building→belt push — step 4 6. Belt tick — step 3 ✅ 7. Ship behavior systems — step 6 8. Combat resolution — step 7 9. Deaths & loot — step 7 10. `tickMovement` — step 6 11. Scrap despawn — step 5 Each new subsystem slots into `Simulation::tick()` in this exact order. --- ## Step 4 — Buildings + placement + belt↔building transport Covers REQ-BLD-*, REQ-MAT-*. Introduces the first stateful gameplay loop: miners pull nothing, produce ore, push onto belts; smelters pull ore, produce ingots; etc. ### New types (`src/lib/sim/`) ```cpp struct InputBuffer { std::map counts; std::map caps; // per-material; = 2× per-cycle requirement }; struct OutputBuffer { std::vector items; int capacity; // 2× per-cycle output; 1× for ReprocessingPlant }; struct Production { std::string recipeId; Tick completesAt; std::vector chosenOutputs; // resolved at cycle start for reprocessing }; struct Building { EntityId id; QPoint tile; // origin of footprint (top-left) QSize footprint; Rotation rotation; BuildingType type; float hp; float maxHp; std::string recipeId; // current recipe; empty = none selected InputBuffer inputBuffer; OutputBuffer outputBuffer; std::optional production; }; ``` ### Surface-mask parsing (new utility in `src/lib/config/`) ```cpp struct ParsedSurfaceMask { QSize footprint; std::vector bodyCells; // relative to tile origin std::vector outputPorts; // tile = adjacent cell OUTSIDE footprint // direction = away from building std::vector shipDockCells; // 'S' cells — for salvage bay / shipyard }; ParsedSurfaceMask parseSurfaceMask(const std::vector& rows, Rotation rotation); ``` Conventions (inferred from `buildings.toml`): - `A` = body cell - `S` = ship dock cell (part of footprint; shipyard/salvage bay) - `>`, `<`, `^`, `v` = direction marker on cell ADJACENT to body, NOT part of footprint - space = empty within bounding box - Rotation transforms the grid 90°/180°/270° around the mask origin ### Placement + BuildingSystem Either a new `BuildingSystem` class in `src/lib/sim/` or methods on `Simulation`. Recommended: a `BuildingSystem` owned by `Simulation`, mirroring `BeltSystem`'s pattern. ```cpp class BuildingSystem { public: BuildingSystem(const GameConfig& config, BeltSystem& belts, std::function allocateId, std::mt19937& rng); // Placement (called by UI commands in Step 8) EntityId place(BuildingType type, QPoint tile, Rotation rotation); void demolish(EntityId id); void setRecipe(EntityId id, const std::string& recipeId); // Tick hooks — called from Simulation::tick() in the correct order void tickBeltPull(); // step 3 void tickProduction(); // step 4 void tickBeltPush(); // step 5 // Queries (for UI) const Building* find(EntityId id) const; std::vector all() const; // for rendering }; ``` Belts and splitters are registered with `BeltSystem` directly from `BuildingSystem::place` when type == Belt or Splitter — these don't get `Building` instances (architecture.md §Buildings). ### Production cycle (REQ-MAT-CYCLE) In `tickProduction`: ``` for each building with recipeId set: if building has active production: if currentTick >= production.completesAt: deposit chosenOutputs into outputBuffer clear production continue // idle: try to start a new cycle recipe = config.findRecipe(recipeId) if inputs available in buffers AND outputs fit in outputBuffer: consume inputs if reprocessing: roll chosenOutputs via discrete_distribution on probabilities else: chosenOutputs = recipe.outputs (expanded by amounts) // re-check fit for reprocessing (chosen output must fit) production = {recipeId, currentTick + secondsToTicks(recipe.durationSeconds), chosenOutputs} ``` Reprocessing uses `Simulation`'s `std::mt19937` + `std::discrete_distribution<>`. Do NOT use the legacy `WeightedRandomGenerator` (uses `auto` and float precision). ### Belt↔building interaction `tickBeltPull` (step 3): for each building with `recipeId`, walk its footprint's edges; for each adjacent tile, construct `Port{adjTile, directionFromBeltToBuilding}` and call `belts.tryTakeItem(port)`. Accept if the item matches a required input AND the per-material buffer has space. `tickBeltPush` (step 5): for each output port on each building with items in outputBuffer, call `belts.tryPutItem(port, item)`. On success, remove from buffer. ### Files **New:** - `src/lib/sim/Building.h` - `src/lib/sim/BuildingSystem.h` / `.cpp` - `src/lib/config/SurfaceMask.h` / `.cpp` - `src/test/BuildingTest.cpp` - `src/test/SurfaceMaskTest.cpp` **Modified:** - `src/lib/sim/Simulation.h` / `.cpp` — own `BeltSystem` + `BuildingSystem`; call their tick hooks in order - `src/lib/sim/CMakeLists.txt` - `src/lib/config/CMakeLists.txt` - `src/test/CMakeLists.txt` ### Tests - **Surface mask:** all four rotations of miner, smelter, splitter; output ports land on correct adjacent cells - **Placement:** place miner, verify footprint occupies expected tiles; demolish removes it - **Belt registration:** placing a Belt calls `BeltSystem::placeBelt`; demolishing calls `removeTile` - **Miner cycle:** miner with `mine_iron_ore` recipe deposits iron_ore into outputBuffer after recipe duration ticks - **Smelter cycle:** feed iron_ore into input buffer, 2 ore → 1 ingot in output after duration - **Output buffer cap:** buffer fills to 2×, production stalls - **Reprocessing cap:** buffer holds exactly 1× (REQ-MAT-OUTPUT-BUFFER-REPROCESSING) - **Reprocessing RNG:** seed-deterministic weighted output pick; N trials match expected distribution within tolerance - **Belt pull:** belt adjacent to smelter input edge delivers ore; smelter input buffer increments - **Belt push:** miner outputBuffer drains onto adjacent belt each tick when space available - **Recipe change:** `setRecipe` clears input + output buffers (REQ-MAT-INPUT-BUFFER, REQ-MAT-OUTPUT-BUFFER) --- ## Step 5 — Scrap + ships skeleton Data structures + spawning only. No AI yet. Covers REQ-RES-SCRAP-DROP, REQ-SHP-STATS, REQ-BLD-SHIPYARD scaffolding. ### New types ```cpp struct Scrap { EntityId id; QVector2D position; // tile units; ship-center convention int amount; Tick despawnAt; }; struct Weapon { float damage; float range; float fireRateHz; float cooldownTicks; std::optional currentTarget; }; struct SalvageCargo { int capacity; int current; }; struct RepairTool { float ratePerTick; std::optional currentTarget; }; struct ThreatResponse { float engagementRange; /* CombatStance, CombatTargetPriority */ std::optional currentTarget; }; struct ScrapCollector { std::optional scrapTarget; EntityId deliveryBay; }; struct RepairBehavior { /* RepairTargetPriority */ std::optional currentTarget; }; struct HomeReturn { float retreatHpFraction; QVector2D homePos; }; struct Ship { EntityId id; QVector2D position; QVector2D velocity; float hp; float maxHp; int level; std::string blueprintId; // matches ShipDef::id std::optional weapon; std::optional cargo; std::optional repairTool; std::optional threatResponse; std::optional scrapCollector; std::optional repairBehavior; std::optional homeReturn; MovementIntent intent; }; ``` ### `ShipSystem` / `ScrapSystem` Small classes owned by `Simulation`: - `ShipSystem::spawn(ShipDef, level, QVector2D position)` — builds a Ship from the config by evaluating per-role formulas at `level`; components present iff corresponding `ShipDef` sections are present - `ShipSystem::forEach(…)` — for Step 6 behavior systems to iterate - `ScrapSystem::spawn(QVector2D position, int amount)` — tick step 9 caller - `ScrapSystem::tickDespawn()` — step 11 Still no AI tick hooks; `Simulation::tick()` gains step 11 only. ### Tests - **Ship spawn:** combat ship has Weapon + ThreatResponse; salvage ship has SalvageCargo + ScrapCollector; stats evaluated from formulas at given level - **Component absence:** salvage ship has no Weapon; combat ship has no SalvageCargo - **Scrap spawn + despawn:** scrap created with `despawnAt = currentTick + secondsToTicks(world.scrapDespawnSeconds)`; after that many ticks `tickDespawn` removes it - **Entity ids:** spawned ships/scrap receive strictly increasing ids from `Simulation::allocateId` (needs to be exposed to `ShipSystem`/`ScrapSystem` via constructor callback) ### Files New: `Scrap.h`, `Ship.h`, `ShipSystem.h/.cpp`, `ScrapSystem.h/.cpp`, `ShipTest.cpp`, `ScrapTest.cpp`. Modified: `Simulation.*`, `src/lib/sim/CMakeLists.txt`, `src/test/CMakeLists.txt`. --- ## Step 6 — Ship behavior systems + movement arbitration All four behaviors + `tickMovement`, one at a time with focused tests. Movement intent priority (architecture.md §Movement Arbitration): ``` HomeReturn > ThreatResponse > RepairBehavior > ScrapCollector priorities: 4 3 2 1 ``` Behaviors write `MovementIntent{priority, target}` on the ship; higher priority overwrites lower. `MovementIntent` is cleared at the start of the ship behavior step. ### Sub-steps (independent commits recommended) **6a. `tickHomeReturn`** — if `hp/maxHp < retreatHpFraction`, write intent toward `homePos` with priority 4. **6b. `tickThreatResponse`** — acquire enemy target within `engagementRange` if none; hold existing target if still valid. If target in weapon range, fire (emit FireEvent, apply damage to target's hp, start cooldown — stays in Step 7 combat resolution if we want to centralize damage; for modularity, fire here). Else write intent toward target, priority 3. **6c. `tickRepairBehavior`** — find damaged friendly target; move toward if out of repair range, repair if in range. Priority 2. **6d. `tickScrapCollector`** — if cargo full, intent = `deliveryBay.tile`; else find nearest scrap, intent = scrap.position. On arrival, consume scrap (calls into `ScrapSystem`), increment cargo. Priority 1. **6e. `tickMovement`** — for each ship with an intent, advance position toward `intent.target` by `speedPerTick` (from ShipDef speed formula). No pathfinding v1 — straight line. ### Design decision: combat resolution split Two options for where fire/damage happens: - (A) Inside `tickThreatResponse` — simpler, atomic - (B) In a separate `tickCombatResolution` step 8 — matches architecture.md exactly Recommend (B) for fidelity to architecture.md. `tickThreatResponse` only sets target + writes movement intent. Step 7 runs combat resolution across ships + stations uniformly. ### Tests - Intent priority: ship with low hp + weapon + enemy in range routes to homePos, not enemy - Target acquisition: closest enemy within engagementRange; unchanged while still valid - Repair ship finds damaged ally, moves in, repairs - Salvage ship picks up scrap, returns when cargo full, cargo empties at delivery bay - Movement: ship travels exactly `speed × secondsToTicks(duration)` tiles over N ticks --- ## Step 7 — Waves + threat + combat + deaths & loot Fills tick steps 1, 2, 8, 9. Covers REQ-WAV-*, REQ-SHP-FIRING-*, REQ-DEF-*, REQ-PSH-*, REQ-RES-SCRAP-DROP. ### Tick step 1 — Wave scheduler ``` - advance m_waveTimer by 1 tick - if between waves: at wave trigger (random gap within world.waves.gap_min/max_seconds), compute wave composition by drawing ship picks up to threat budget (REQ-WAV-TRIGGER, REQ-WAV-THREAT-COST) using world.waves.threat_rate_formula - schedule spawn times across spawn_duration_seconds - spawn any enemy ships whose scheduled tick has arrived ``` Ships eligible for waves: those with `threat.costFormula(elapsedSeconds) > 0`. ### Tick step 2 — Threat accumulation `m_threatLevel += max(0.0, world.waves.threatRateFormula.evaluate(elapsedSeconds)) × kTickDurationSeconds`. ### Tick step 8 — Combat resolution Unified across ships + defence stations (player + enemy). Each shooter has {damage, range, fireRateHz, cooldown, currentTarget}. If target in range and cooldown ≤ 0: - apply damage to target's hp - emit `FireEvent{shooter.id, target.id, currentTick}` into `Simulation::m_fireEvents` - set cooldown = `kTickRateHz / fireRateHz` Stations fire per REQ-DEF-PLAYER-FIRE and REQ-PSH-STATION-FIRE; stats from config formulas at their level / generation. ### Tick step 9 — Deaths & loot - For each entity with hp ≤ 0: drop scrap at position (REQ-RES-SCRAP-DROP); amount from ShipDef.loot.scrapDrop or station scrap formula - Track enemy defence station "sets": if a full set destroyed this tick, award player one blueprint (REQ-DEF-BLUEPRINT-DROP); emit `BlueprintDropEvent` - Remove dead entities (ships, scrap, buildings) ### Push mechanic (REQ-PSH-*) When enemy wave progresses beyond contest zone: `world.push` expansion triggers, enemy defence station set spawns at new front, scaling_factor applied to formulas. This may belong in a dedicated `PushSystem` or fold into the wave scheduler. Decide at implementation time. ### Files New: `WaveSystem.h/.cpp`, `CombatSystem.h/.cpp`, maybe `PushSystem.h/.cpp`, corresponding `*Test.cpp`. Modified: `Simulation.*` to wire in tick steps 1, 2, 8, 9; `ShipSystem` to expose iteration; `BuildingSystem` to expose defence stations for combat. ### Tests - Threat accumulates per second from the formula - Wave spawn count matches threat budget / ship cost - Fire event emitted + drainable + cleared - Shooter on cooldown does not fire - Ship at hp ≤ 0 drops scrap; scrap amount matches ShipDef - Full enemy station set destroyed → BlueprintDropEvent with correct newLevel / wasNewUnlock - Damage to HQ decrements HQ hp — game-over condition emitted when hp ≤ 0 (if we model it that way) --- ## Step 8 — UI layer Big step. Break into sub-phases to keep each commit reviewable. ### 8a. Visuals config + window scaffolding - New `visuals.toml` (REQ-UI, architecture.md §Rendering → Visual Parameters) — per-type fill/outline/glyph entries - `src/ui/VisualsConfig.h/.cpp`, `src/ui/VisualsLoader.h/.cpp` — fail-fast on missing entries for any known sim id - Main window widget: header bar + central game view + right-hand selected-building panel (QDockWidget or split layout) - Wire `QApplication` + `Simulation + TickDriver` into `main.cpp` replacing the current stub - Sim + UI share one thread; paintEvent reads sim state directly (no locks — architecture.md §Threading) ### 8b. GameWorldView (render only, no input) - `QOpenGLWidget` subclass with `QPainter` drawing - `QTimer` @ 60 Hz → `update()` + advances sim via `TickDriver::advance(elapsedMs, gameSpeedMultiplier)` → calls `sim.tick()` N times - Layer order per architecture.md §Layer Order (tiles → buildings → belt items → scrap → ships → beams → overlays → screen-space) - Scroll via `scrollXTiles` float, A/D keyboard input, clamped per REQ-GW-SCROLL-LIMIT - Mouse→world conversion: `worldX = mouseX / 20 + scrollXTiles` - Beam renderer: keeps `FireEvent`s for 0.3 s wall time (9 ticks @ 30 Hz), drops if either end entity is gone - Blueprint toasts: keeps `BlueprintDropEvent`s for configured toast duration ### 8c. Input → sim commands - Tile click: select building / select belt tiles (box drag) - Builder mode: open from build button grid; shows ghost on cursor; click places construction site (REQ-BLD-PLACE); drag-to-place for belts (REQ-BLD-DRAG) - Demolish mode: click building → demolish (confirm), returns refund (REQ-BLD-DEMOLISH) - Selected-building panel: recipe picker, clear-belt button (REQ-UI-BELT-CLEAR), splitter filter config, demolish button - Speed controls: 0 / 0.5× / 1× / 2× / 4× (REQ-UI-SPEED) — bound to spacebar pause + number keys ### 8d. Header bar + polish - Resource counters (building blocks, blueprint collection) - Threat meter - Wave countdown - FPS / speed indicator - Minor polish: hover highlights, keyboard shortcuts, tooltip on build buttons ### Files New: `src/ui/` populated — `MainWindow.*`, `GameWorldView.*`, `HeaderBar.*`, `BuildButtonGrid.*`, `SelectedBuildingPanel.*`, `VisualsConfig.*`, `VisualsLoader.*`, `Toast.*`, etc. Modified: `src/ui/CMakeLists.txt` — flip from INTERFACE library to regular static library; enable AUTOMOC; add `Q_OBJECT` macros where needed. `src/app/main.cpp` — construct sim + main window. ### Tests UI code is largely visual; prioritize: - Visuals loader fail-fast on missing entries - Simulation + TickDriver integration test: at 1×, 60 render frames produce ~30 sim ticks (approximately — tolerate ±1 for accumulator residue) - Manual smoke test checklist (in-repo markdown) for builder mode, demolish, recipe change, clear belt, speed toggling --- ## Things to revisit as needed - **Pathfinding for ships:** straight-line in v1 is fine given open space; only revisit if enemy defence stations create obstacles - **Belt segment compression (v2):** only if v1 per-tile profiling is bad - **Worker thread for sim:** only if paint stalls become visible; `drain*` APIs already support it - **ECS migration for ships:** only if component iteration becomes a bottleneck - **Belt curves rendering:** derive from consecutive belt tile directions; sim logic is unaffected