Files
dota_factory/src/lib/sim/FactoryState.h
Malte Langkabel 2522a8c974 move FactoryState ownership out of BuildingSystem to Simulation
Simulation (and ArenaSimulation in the balancing tool) now owns the factory's
world data; BuildingSystem holds a reference to it. This is what lets the systems
that operate on the data be handed the same state — phase 3's construction and
deconstruction systems, and later the ecs/system/ classes that today take a
BuildingSystem& only to query it.

reset() clears the state alongside m_admin and m_beltSystem, matching how the
subsystems were already rebuilt from scratch.

Falls short of the tick-argument form I sketched: BuildingSystem still reaches
the data through a member reference rather than a parameter. Making it truly
stateless means the const query surface has to find the data some other way, and
that surface is large — findBuilding alone has 64 call sites, with findSite,
getAllBuildings, getAllSites, isTileOccupied and the rest behind it. Doing that
needs a queries facade behind Simulation::getBuildings() so the callers do not
all move, which is its own decision rather than a side effect of this one.

The constructor gains a parameter, so the four owners and the three test fixtures
that build a BuildingSystem directly are updated; the 33 files that only use one
are untouched.

Verified with a golden-checksum capture before and after — all four sample ticks
identical.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
2026-08-04 20:55:32 +02:00

49 lines
2.0 KiB
C++

#pragma once
#include <deque>
#include <vector>
#include "Building.h"
#include "BuildingGrid.h"
#include "BuildingId.h"
#include "ItemType.h"
#include "Tick.h"
// One pending demolition of a fully-built building (REQ-BLD-DECON-QUEUE).
// completesAt == 0 means "queued but its timer has not started yet"
// (mirrors ConstructionSite). For a Splitter, the filters it had are captured
// here so cancelDeconstruction can restore them on re-registration.
struct DeconstructionEntry
{
BuildingId id = kInvalidBuildingId;
Tick completesAt = 0;
std::vector<ItemType> splitterFilterA;
std::vector<ItemType> splitterFilterB;
};
// The factory's world data: every building, the work queued on them, and the
// tile ownership index. This is the buildings-side counterpart to EntityAdmin —
// data with no behaviour of its own beyond what BuildingGrid encapsulates.
//
// Buildings deliberately stay a plain vector rather than becoming EnTT entities
// (see docs/architecture.md). Separating this data from the systems that operate
// on it is not a step toward putting them in the entity model; it is the same
// data/behaviour split the ecs/system/ classes already follow, where world data
// arrives as a tick argument instead of being owned by the system.
//
// Owned by Simulation (and by ArenaSimulation in the balancing tool), not by the
// systems that operate on it. BuildingSystem holds a reference. The remaining step
// is to pass this into the tick methods instead, so the systems become stateless
// over it — that one is gated on the query surface, which today reaches the data
// through BuildingSystem's ~180 const call sites.
struct FactoryState
{
std::vector<Building> buildings;
std::deque<ConstructionSite> constructionQueue;
std::deque<DeconstructionEntry> deconstructionQueue;
// The authority on which building owns which tile; every placement and removal
// path claims and releases its body cells here.
BuildingGrid grid;
};