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