Implements REQ-MAT-OUTPUT-GROUP. A recipe had two shapes -- outputs produced together, or outputs of which exactly one happened -- and every rule over them was written twice, selected by `building == ReprocessingPlant`: sizing a buffer, deciding whether a cycle fits, resolving what a cycle makes, costing an item. RecipeDef now holds output groups, each a weight and a list of items, and a cycle yields exactly one group. One group is the ordinary recipe, so the old two cases are the same shape with one and with several, and all four rules collapse to one expression apiece with no building-type test left. rollReprocessingOutput becomes rollOutputGroup, where a single group returns without drawing or testing eligibility. That early-out is load-bearing twice over. Drawing there would consume entropy for every ordinary recipe and shift every later random outcome; and eligibility must not apply either, since implicit unlocking is demand-derived, so an ordinary recipe's output can be producible while nothing yet calls for it -- testing it would stop the building producing rather than gate a drop. Past the early-out a group is eligible only when all of its items are unlocked, being produced whole. Threat follows the recipe's shape rather than the building, and the per-unit value now divides by the group's amount as well as its odds. That moves no number today: every item resolved through this path has amount 1, which is why the threat expectations are untouched. Config keeps `outputs = [...]` as the single-group form, so only the two reprocessing recipes change shape. The recipe summary gains "/" between groups and keeps "+" within one, which also fixes the plant reading as though a cycle produced all of its items at once. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
143 lines
4.8 KiB
C++
143 lines
4.8 KiB
C++
#include "BuildingBuffers.h"
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#include <algorithm>
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#include <cassert>
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#include <map>
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#include "BuildingType.h"
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#include "ItemType.h"
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#include "ModulesConfig.h"
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#include "ShipsConfig.h"
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namespace
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{
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// Folds the output capacities one recipe implies into `caps`: twice each produced item's
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// per-cycle amount (REQ-MAT-OUTPUT-BUFFER). A cycle yields exactly one output group
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// (REQ-MAT-OUTPUT-GROUP), so an item's per-cycle amount is the largest total any single
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// group produces of it -- summed within a group, whose items come together, and taken at
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// its maximum across groups, of which only one ever happens.
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//
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// Where a cap is already present the larger wins, which is how a cap unions across the
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// recipes it could be sized over -- the same rule the input caps follow.
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void addOutputCaps(std::map<ItemType, int>& caps, const RecipeDef& recipe)
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{
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std::map<ItemType, int> perCycle;
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for (const RecipeOutputGroup& group : recipe.outputGroups)
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{
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std::map<ItemType, int> inGroup;
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for (const RecipeOutput& out : group.items)
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{
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inGroup[ItemType{out.item}] += out.amount;
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}
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for (const std::pair<const ItemType, int>& entry : inGroup)
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{
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perCycle[entry.first] = std::max(perCycle[entry.first], entry.second);
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}
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}
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for (const std::pair<const ItemType, int>& entry : perCycle)
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{
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caps[entry.first] = std::max(caps[entry.first], 2 * entry.second);
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}
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}
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} // namespace
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void initBuffers(Building& b, const RecipeDef& recipe)
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{
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b.inputBuffer.counts.clear();
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b.inputBuffer.caps.clear();
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for (const RecipeIngredient& ing : recipe.inputs)
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{
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const ItemType type{ing.item};
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b.inputBuffer.counts[type] = 0;
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b.inputBuffer.caps[type] = 2 * ing.amount;
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}
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b.outputBuffer.items.clear();
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b.outputBuffer.caps.clear();
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addOutputCaps(b.outputBuffer.caps, recipe);
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}
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void initShipyardBuffers(const GameConfig& config, Building& b)
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{
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b.inputBuffer.counts.clear();
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b.inputBuffer.caps.clear();
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// A shipyard spawns a ship rather than producing items, so it holds no output
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// buffer at all (REQ-MAT-OUTPUT-BUFFER, REQ-BLD-SHIPYARD).
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b.outputBuffer.items.clear();
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b.outputBuffer.caps.clear();
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const ShipDef* def = config.ships.findShipDef(b.recipeId);
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if (!def)
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{
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return;
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}
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for (const RecipeIngredient& ing : def->schematic.materials)
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{
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const ItemType type{ing.item};
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b.inputBuffer.counts[type] = 0;
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b.inputBuffer.caps[type] = 2 * ing.amount;
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}
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if (b.shipLayout.has_value())
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{
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for (const PlacedModule& pm : b.shipLayout->placedModules)
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{
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const ModuleDef* modDef = config.modules.findModuleDef(pm.moduleId);
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if (!modDef)
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{
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continue;
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}
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for (const RecipeIngredient& ing : modDef->materials)
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{
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const ItemType type{ing.item};
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b.inputBuffer.counts.try_emplace(type, 0);
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b.inputBuffer.caps[type] += 2 * ing.amount;
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}
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}
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}
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}
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void initSalvageBayBuffer(const GameConfig& config, Building& b)
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{
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// Salvage Bay has no recipe-driven buffer; scrap is the only thing it ever holds,
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// and that single buffer's holding size for ship drop-off is config-defined
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// (REQ-BLD-SALVAGE-BAY).
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b.outputBuffer.items.clear();
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b.outputBuffer.caps.clear();
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const BuildingDef* def = config.buildings.findBuildingDef(BuildingType::SalvageBay);
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b.outputBuffer.caps[ItemType{"scrap"}] =
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(def && def->outputBufferCapacity) ? *def->outputBufferCapacity : 0;
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}
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void reregisterBeltTile(BeltSystem& belts, const GameConfig& config,
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const Building& building,
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const std::vector<ItemType>& splitterFilterA,
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const std::vector<ItemType>& splitterFilterB)
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{
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switch (building.type)
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{
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case BuildingType::Belt:
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belts.placeBelt(building.anchor, building.rotation);
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break;
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case BuildingType::Splitter:
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assert(building.outputPorts.size() >= 2);
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belts.placeSplitter(building.anchor,
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building.outputPorts[0].direction,
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building.outputPorts[1].direction);
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belts.setSplitterFilters(building.anchor, splitterFilterA, splitterFilterB);
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break;
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case BuildingType::TunnelEntry:
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belts.placeTunnelEntry(building.anchor, building.rotation,
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config.world.tunnelMaxDistance_tiles);
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break;
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case BuildingType::TunnelExit:
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belts.placeTunnelExit(building.anchor, building.rotation);
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break;
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default:
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break;
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}
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}
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