Files
dota_factory/src/lib/sim/BuildingSystem.h
Malte Langkabel 75c049fa67 hand BuildingSystem the belts per call, as its siblings get them
The last system holding a piece of the world as a member. ConstructionSystem and
ProductionSystem take the transport layer as a tick argument; BuildingSystem kept
a BeltSystem& from construction, so the same object arrived two different ways
depending on which system you were reading.

Three methods need it -- deconstruct, cancelDeconstruction and rotateInPlace, all
of which register or unregister a belt tile -- and they now take it after the
state, in the argument order the other systems use. The constructor is down to
the config alone.

CombatSystemTest's fixture kept a BeltSystem only to pass it here, so that goes
too.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
2026-08-20 10:48:57 +02:00

127 lines
6.3 KiB
C++

#pragma once
#include <deque>
#include <functional>
#include <map>
#include <optional>
#include <string>
#include <utility>
#include <vector>
#include <QPoint>
#include <QVector2D>
#include "BeltSystem.h"
#include "Building.h"
#include "FactoryState.h"
#include "BuildingBuffers.h"
#include "DeconstructionSystem.h"
#include "PlacementRules.h"
#include "BuildingType.h"
#include "BuildingId.h"
#include "GameConfig.h"
#include "Rotation.h"
#include "ModulesConfig.h"
#include "ShipLayout.h"
#include "ShipsConfig.h"
#include "Tick.h"
// What buildings are: placing them, demolishing them, rotating them, and configuring
// what they will run. What flows through them once they stand -- intake, production
// cycles, output -- belongs to ProductionSystem, which took the RNG, the ship spawner and
// the unlock test with it.
//
// All types including Belt and Splitter are stored as Building instances; BeltSystem owns
// the per-tile simulation data (item slots, flow).
class BuildingSystem
{
public:
explicit BuildingSystem(const GameConfig& config);
// -- Placement / deconstruct ------------------------------------------------
// Returns the new entity id, or nullopt if the placement falls outside the
// world bounds (vertical extent and asteroid left edge). Belt and Splitter
// register with BeltSystem directly; other types enter the construction
// 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(FactoryState& state, BuildingType type, QPoint anchor, Rotation rotation,
Tick currentTick);
// 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(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 its full cost credited back to the
// block stock. A fully-built building is instead appended to the deconstruction
// queue (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is
// credited later, on completion, by DeconstructionSystem. No-op for unknown ids and
// for a building already queued.
void deconstruct(FactoryState& state, BeltSystem& belts, 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(FactoryState& state, BeltSystem& belts, BuildingId id);
// Set the recipe (or schematic id for shipyard) on a building or queued
// construction site. Clears both buffers on an operational building.
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(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
// BeltSystem by tile; these mirror that for sites, which are not yet
// registered with BeltSystem. getSiteSplitterInfo returns the site's two
// 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).
void setSiteSplitterFilters(FactoryState& state, BuildingId id,
const std::vector<ItemType>& filterA,
const std::vector<ItemType>& filterB);
// This system has no tick hook of its own: a building placed, configured or
// demolished is a player action, not something that advances every tick
// (ProductionSystem, ConstructionSystem, DeconstructionSystem tick instead).
// This system answers no queries: reading the factory needs none, the queries being
// free functions over the state (FactoryQueries.h), the placement rules
// (PlacementRules.h) and the production rules (ProductionRules.h). What is left here
// mutates.
// 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(FactoryState& state, BeltSystem& belts, BuildingId id,
Rotation newRotation);
// Register / unregister tile occupancy for ECS station entities.
void registerTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
void unregisterTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells);
// 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(FactoryState& state, BuildingType type,
const std::vector<std::string>& surfaceMask,
QPoint anchor, Rotation rotation);
// Mutable iteration over all operational buildings.
void forEachBuilding(FactoryState& state, std::function<void(Building&)> fn);
private:
// The config alone: what a building costs, occupies and can run. No world data --
// the factory and the transport layer both arrive per call, as they do for
// ConstructionSystem and ProductionSystem (FactoryState.h) -- and no RNG or callbacks,
// those having gone to ProductionSystem with the material flow that needed them.
const GameConfig& m_config;
};