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dota_factory/src/lib/sim/BeltSlot.h

31 lines
1.2 KiB
C++

#pragma once
#include <vector>
#include <QPoint>
#include <QPointF>
#include "Item.h"
#include "Rotation.h"
// A single item on a belt-like lane: an item plus its fractional progress along
// the lane's travel direction. Shared by BeltSystem's belt/tunnel tiles and by a
// building's virtual output belt (REQ-MAT-OUTPUT-EMERGE) so the packing and
// geometry live in exactly one place.
struct BeltItemSlot
{
Item item;
double progress; // [0.0, 1.0]: 0 = just entered, 1 = at output edge
};
// Advances every slot in `slots` by `progressPerTick`, applying the standard belt
// packing: the front (index 0) carries the highest progress; each following slot
// stays at least 0.25 behind the slot ahead and is capped at 1.0 - i * 0.25.
// `slots` must be ordered front (highest progress) first. This is the per-tile
// advance shared by belts, tunnel entries, and tunnel exits.
void advanceBeltSlots(std::vector<BeltItemSlot>& slots, double progressPerTick);
// World-space centre (in tile units) of a slot at `progress` on a lane occupying
// `tile` and flowing in `dir`. Progress 0 = entry edge, 1 = output edge.
QPointF beltSlotWorldPos(QPoint tile, Rotation dir, double progress);