Salvage ships flew to their assigned Salvage Bay with full cargo and waited there forever without delivering. A Salvage Bay's outputBuffer.capacity was never initialized (stayed 0), so deliverScrapToSalvageBay always rejected the hand-over, cargo never drained, and DeliverScrap stayed the winning behavior indefinitely. Give the bay a config-driven output-buffer capacity: - BuildingDef gains optional outputBufferCapacity; ConfigLoader parses the new output_buffer_capacity key. - salvage_bay in both buildings.toml files sets it to 20. - initSalvageBayBuffer applies it on both operational-creation paths (construction completion and placeImmediate). - REQ-BLD-SALVAGE-BAY documents the config-sized buffer and hand-over. - Tests: config parse assertion and end-to-end delivery hand-over. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VGNNLeFWhVzvxkK9qVXP2K
32 lines
1.0 KiB
C++
32 lines
1.0 KiB
C++
#pragma once
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#include <optional>
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#include <string>
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#include <vector>
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#include "BuildingType.h"
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// A single entry from buildings.toml [[building]].
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struct BuildingDef
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{
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std::string id; // Raw id string from TOML, e.g. "miner".
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BuildingType type; // Parsed from id at load time.
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int cost; // REQ-BLD-COST
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bool playerPlaceable; // Shown in the build menu if true.
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double constructionTimeSeconds; // REQ-BLD-QUEUE
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// Rows of the surface_mask (REQ-BLD requirements, "Surface Mask Format").
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// Stored as raw strings here; parsing into per-cell tiles + output ports
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// happens when buildings are placed, not at load time.
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std::vector<std::string> surfaceMask;
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// Output-buffer holding size for buildings without a recipe-driven buffer.
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// Only the Salvage Bay sets this (REQ-BLD-SALVAGE-BAY).
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std::optional<int> outputBufferCapacity;
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};
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struct BuildingsConfig
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{
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std::vector<BuildingDef> buildings;
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};
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