72 lines
3.5 KiB
C++
72 lines
3.5 KiB
C++
#pragma once
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#include <optional>
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#include <vector>
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#include <QPoint>
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#include "BeltDragPath.h"
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#include "BuildingId.h"
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#include "BuildingType.h"
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#include "FactoryState.h"
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#include "GameConfig.h"
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#include "Rotation.h"
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// Where a building may be placed, and what is already sitting on those tiles.
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// Free functions over the factory state and the config — they read no other
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// system state, so they do not belong to BuildingSystem.
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// True if every body cell lies inside the world: 0 <= y < world.height_tiles and
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// x >= the current asteroid left edge (REQ-BLD-PLACE-VALID). Terrain type is not
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// checked — see isPlacementValid for the full rule.
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bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& config,
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const std::vector<QPoint>& bodyCells, QPoint anchor);
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// True if the placement satisfies REQ-BLD-PLACE-VALID terrain and world-bounds
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// rules: every ship-dock (S) cell sits in space (x >= 0), every other body (A)
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// cell sits on the asteroid (x < 0 and x >= the left edge), and every cell has
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// 0 <= y < world.height_tiles. There is no right-side bound — space extends
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// rightward. Tile occupancy is NOT checked here.
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bool isPlacementValid(const FactoryState& state, const GameConfig& config,
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BuildingType type, QPoint anchor, Rotation rotation);
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// The building or site that a ghost of the given type/anchor/rotation would
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// rotate in place rather than replace: same type, same body cells, one owner
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// (REQ-BLD-ROTATE-IN-PLACE). Tunnels never qualify.
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std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state,
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const GameConfig& config,
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BuildingType type, QPoint anchor,
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Rotation rot);
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// True if placing here would actually do something: the terrain and bounds rules of
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// isPlacementValid hold, and the body cells are either all free or occupied only by
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// a building this placement would rotate in place. This is the question the ghost
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// asks to colour itself and the click path asks before enqueuing a command
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// (REQ-BLD-GHOST, REQ-BLD-PLACE-VALID, REQ-BLD-ROTATE-IN-PLACE).
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bool canPlaceBuilding(const FactoryState& state, const GameConfig& config,
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BuildingType type, QPoint anchor, Rotation rotation);
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// What a belt drag would do to one tile of its path (REQ-BLD-BELT-DRAG).
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enum class BeltTileAction
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{
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PlaceNew, // empty, valid cell: a new belt, subject to affordability
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RotateInPlace, // already a belt (or belt site): re-oriented, free
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Invalid // occupied by something else, or invalid terrain
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};
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struct BeltDragResolved
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{
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BeltTileAction action;
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bool affordable; // meaningful only for PlaceNew
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std::optional<BuildingId> rotateId; // set only for RotateInPlace
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};
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// Classifies every tile of a belt drag path against the current factory state,
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// spending `buildingBlocksStock` cumulatively across the PlaceNew tiles so a path
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// longer than the player can afford is only partly buildable (REQ-BLD-BELT-DRAG).
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// Shared so the previewed ghosts and the placement on release cannot disagree.
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std::vector<BeltDragResolved> resolveBeltDragPath(const std::vector<BeltPathTile>& path,
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const FactoryState& state,
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const GameConfig& config,
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int buildingBlocksStock);
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