Files
dota_factory/src/lib/sim/BuildingSystem.h
2026-04-20 21:18:14 +02:00

129 lines
4.8 KiB
C++

#pragma once
#include <deque>
#include <functional>
#include <map>
#include <optional>
#include <random>
#include <string>
#include <utility>
#include <vector>
#include <QPoint>
#include <QVector2D>
#include "BeltSystem.h"
#include "Building.h"
#include "BuildingType.h"
#include "EntityId.h"
#include "GameConfig.h"
#include "Rotation.h"
#include "Tick.h"
// Manages building placement, construction queuing, and the per-tick
// production loop (belt→building pull, production, building→belt push).
// Belt and Splitter types are forwarded to BeltSystem rather than stored
// as Building instances.
class BuildingSystem
{
public:
BuildingSystem(const GameConfig& config,
BeltSystem& belts,
std::function<EntityId()> allocateId,
std::function<void(int)> addBuildingBlocks,
std::mt19937& rng);
// -- Placement / demolish ------------------------------------------------
// Returns the new entity id. Belt and Splitter register with BeltSystem
// directly; other types enter the construction queue.
EntityId place(BuildingType type, QPoint anchor, Rotation rotation,
Tick currentTick);
// Remove a building or construction site by id. Returns the refund in
// building blocks (floor(cost * refundPercentage / 100)). Returns 0 for
// unknown ids.
int demolish(EntityId id);
// Set the recipe (or blueprint id for shipyard) on a building or queued
// construction site. Clears both buffers on an operational building.
void setRecipe(EntityId id, const std::string& recipeId);
// -- Tick hooks (called from Simulation::tick in the documented order) ---
void tickConstruction(Tick currentTick);
void tickBeltPull();
void tickProduction(Tick currentTick);
void tickBeltPush();
// -- Queries -------------------------------------------------------------
struct BeltTileInfo
{
EntityId id;
QPoint tile;
BuildingType type; // Belt or Splitter
};
const Building* findBuilding(EntityId id) const;
const ConstructionSite* findSite(EntityId id) const;
std::vector<Building> allBuildings() const;
std::vector<ConstructionSite> allSites() const;
std::vector<BeltTileInfo> allBeltTiles() const;
bool isTileOccupied(QPoint tile) const;
// Find nearest operational building of the given type; nullptr if none.
const Building* findNearestBuilding(QVector2D worldPos, BuildingType type) const;
// Place one "scrap" item into a SalvageBay's output buffer.
// Returns false if bay not found, wrong type, or output buffer is full.
bool deliverScrapToSalvageBay(EntityId bayId);
// Increase a building's HP by amount, clamped to maxHp.
void healBuilding(EntityId id, float amount);
// Reduce a building's HP by amount; hp may go below 0 (step 9 processes deaths).
void damageBuilding(EntityId id, float amount);
// 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.
EntityId placeImmediate(BuildingType type,
const std::vector<std::string>& surfaceMask,
QPoint anchor, Rotation rotation,
float hp, float maxHp);
// Remove an operational building by id without refund (used for deaths).
// Returns true if found and removed.
bool removeBuilding(EntityId id);
// Set the weapon component on an already-placed defence station.
void initStationWeapon(EntityId id, const StationWeapon& weapon);
// Mutable iteration over all operational buildings (used by CombatSystem).
void forEachBuilding(std::function<void(Building&)> fn);
private:
struct BeltEntry
{
QPoint tile;
BuildingType type; // Belt or Splitter
};
const BuildingDef* findBuildingDef(BuildingType type) const;
const RecipeDef* findRecipe(const std::string& id, BuildingType type) const;
void initBuffers(Building& b, const RecipeDef& recipe) const;
std::vector<Port> computeInputPorts(const Building& b) const;
std::vector<Item> rollReprocessingOutput(const RecipeDef& recipe);
const GameConfig& m_config;
BeltSystem& m_belts;
std::function<EntityId()> m_allocateId;
std::function<void(int)> m_addBuildingBlocks;
std::mt19937& m_rng;
std::vector<Building> m_buildings;
std::deque<ConstructionSite> m_constructionQueue;
std::map<EntityId, BeltEntry> m_beltEntities;
// Maps every occupied body-cell coordinate to the entity that owns it.
std::map<std::pair<int, int>, EntityId> m_tileOccupancy;
};