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dota_factory/src/lib/sim/Simulation.h

234 lines
9.6 KiB
C++

#pragma once
#include <memory>
#include <optional>
#include <random>
#include <string>
#include <vector>
#include <QPoint>
#include "BeltSystem.h"
#include "FactoryState.h"
#include "EntityAdmin.h"
#include "entt/entity/entity.hpp"
#include "SchematicChoiceOption.h"
#include "BuildingType.h"
#include "BuildingId.h"
#include "EventHandler.h"
#include "BeamFiredEvent.h"
#include "GameConfig.h"
#include "Rotation.h"
#include "Tick.h"
#include "TracePrintRequestedEvent.h"
#include "UnlockState.h"
class AiSystem;
class BuildingSystem;
struct Command;
class Hasher;
class CombatSystem;
class DynamicBodySystem;
class MovementIntentSystem;
class RepairSystem;
class SalvagerSystem;
class ShipSystem;
class DebrisSystem;
class WaveSystem;
class Simulation: public CombinedEventHandler<TracePrintRequestedEvent>
{
public:
explicit Simulation(GameConfig config, unsigned int seed = 0);
~Simulation();
const GameConfig& getConfig() const;
// Reinitializes all simulation state as if constructed fresh.
void reset(unsigned int seed = 0);
// Reloads config then reinitializes all simulation state.
void reset(GameConfig newConfig, unsigned int seed = 0);
// Advances the simulation by one tick. Tick order per architecture.md §Tick Order.
void tick();
// The single command chokepoint: applies one player command by dispatching
// to the underlying mutators. Every sim mutation during play must flow
// through here so it can be recorded and replayed (see docs/replay_design.md
// and CommandManager). Reached via CommandManager::drain.
void apply(const Command& command);
// Returns all fire events accumulated since the last drain, clearing the
// internal queue. Call once per rendered frame (REQ-SHP-FIRING-BEAM).
std::vector<BeamFiredEvent> drainBeamFiredEvents();
// Returns the pending schematic choices (empty if no drop is pending).
const std::vector<SchematicChoiceOption>& getPendingSchematicChoices() const;
// Returns true if there are pending schematic choices waiting for player input.
bool hasSchematicChoicesPending() const;
Tick getCurrentTick() const;
// The seed this run was (re)initialized with; written to the replay header.
unsigned int getSeed() const;
int getBuildingBlocksStock() const;
// Current asteroid width in tiles = base width + purchased expansions
// (REQ-EXP-UNLOCK, REQ-GW-ASTEROID-EXPAND).
int getCurrentAsteroidWidth_tiles() const;
// Building block cost of the next expansion, floored to an integer
// (REQ-EXP-COST); x = number of expansions already purchased.
int getCurrentExpansionCost() const;
bool isGameOver() const;
bool isWon() const;
int getArtifactCount() const;
double getThreatLevel() const;
double getThreatAccumulationRate() const;
double getMaxFactoryProductionThreatRate() const;
double getCurrentFactoryProductionThreatRate() const;
int getBossWaveCounter() const;
Tick getBossCountdownTicks() const;
Tick getNormalGapRemainingTicks() const;
// Ship schematic state query.
bool isSchematicUnlocked(const std::string& shipId) const;
// Module schematic state query.
bool isModuleSchematicUnlocked(const std::string& moduleId) const;
// Implicit recipe/item unlock queries (REQ-LOCK-IMPLICIT).
bool isRecipeUnlocked(const std::string& recipeId) const;
bool isItemUnlocked(const std::string& itemId) const;
// Building unlock query (REQ-LOCK-BUILDING). True if the building type is not
// gated by any unlock group, or its granting group has been awarded.
bool isBuildingUnlocked(BuildingType type) const;
// -- Determinism (see docs/replay_design.md) -----------------------------
// 64-bit fingerprint of the RNG stream state. Cheap; written to the replay
// file periodically + after each command for desync detection.
unsigned long long getRngFingerprint() const;
// 64-bit fingerprint of the full simulation state (RNG, scalars, buildings,
// belts, and ECS component state). Used by the double-run determinism test;
// a superset of getRngFingerprint().
unsigned long long computeStateChecksum() const;
// Const subsystem accessors (queries only). The mutable counterparts are
// private and reachable only through Simulation::apply (the command
// chokepoint) or, in tests, SimulationTestAccess — so production code cannot
// mutate the factory outside the recorded command path (docs/replay_design.md).
const BuildingSystem& getBuildings() const;
// The factory's world data, for the free queries in FactoryQueries.h.
const FactoryState& getFactoryState() const;
const BeltSystem& getBelts() const;
ShipSystem& getShips();
const ShipSystem& getShips() const;
DebrisSystem& getDebrisSystem();
const DebrisSystem& getDebrisSystem() const;
EntityAdmin& getAdmin();
const EntityAdmin& getAdmin() const;
private:
// Grants tests access to the private player-action mutators below without
// opening them to production code (see src/test/SimulationTestAccess.h).
friend struct SimulationTestAccess;
// -- Player-action mutators (command chokepoint only) --------------------
// Reached during play exclusively via apply(); never called by UI/app code.
// Checks affordability, deducts building blocks, and places the building.
// Returns the new entity id, or nullopt if blocks are insufficient.
std::optional<BuildingId> tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation);
// Marks the building with the given id for demolition: a construction site is
// removed instantly (full refund), a built building is queued for timed
// deconstruction (REQ-BLD-DECON-QUEUE), refunded on completion.
void deconstruct(BuildingId id);
// Takes a queued building back out of the deconstruction queue (REQ-BLD-DECON-QUEUE).
void cancelDeconstruction(BuildingId id);
// Applies the player's chosen schematic from the pending choices.
// choiceIndex must be in [0, pendingChoices.size()).
// Clears the pending choices after application.
void applySchematicChoice(int choiceIndex);
// Unlocks one asteroid expansion if affordable (REQ-EXP-UNLOCK): checks the
// current cost against the stock, deducts it, increments the expansion
// counter, and widens the buildable asteroid. No-op if blocks are short.
void tryExpandAsteroid();
// Mutable subsystem accessors; same chokepoint rule as the mutators above.
BuildingSystem& getBuildingsMutable();
BeltSystem& getBeltsMutable();
void handleEvent(std::shared_ptr<const TracePrintRequestedEvent> event) override;
BuildingId allocateBuildingId(); // Strictly increasing; never returns kInvalidBuildingId.
// (Re-)create every owned subsystem. Shared by the constructor and reset();
// the construction order is load-bearing for determinism, so both paths must
// go through here. Only called before the first tick of a run.
void initializeSubsystems();
// Populate HQ, player defence stations, and the first enemy station set.
void placeInitialStructures();
// Place two enemy defence stations for the given generation level.
// Stores their IDs in m_currentEnemyStationIds.
void placeEnemyStationSet(int generation);
// Tick step 9: remove dead ships and buildings, drop debris, handle push.
void tickDeathsAndLoot();
// Generate up to 3 schematic choices (REQ-DEF-SCHEMATIC-DROP) for the player.
void generateSchematicChoices(int destroyedStationLevel);
GameConfig m_config;
std::mt19937 m_rng;
unsigned int m_seed;
Tick m_currentTick;
Tick m_nextDepartureTick;
BuildingId m_nextBuildingId;
int m_buildingBlocksStock;
int m_expansionsPurchased = 0; // REQ-EXP-COST formula variable x
bool m_gameOver = false;
bool m_isWon = false;
int m_artifactCount = 0;
// Pre-placed structure IDs.
std::optional<BuildingId> m_hqBuildingId; // Building id (for belt integration)
entt::entity m_hqProxyEntity; // ECS entity (HP, targeting)
entt::entity m_playerStation1Entity;
entt::entity m_playerStation2Entity;
entt::entity m_currentEnemyStationEntities[2];
// Schematic/unlock bookkeeping (REQ-DEF-SCHEMATIC-DROP, REQ-LOCK-EXPLICIT,
// REQ-LOCK-IMPLICIT, REQ-LOCK-BUILDING, REQ-LOCK-PREREQ). Constructed before
// initializeSubsystems() runs since BuildingSystem's spawn-gating lambda
// calls into it (see initializeSubsystems()).
UnlockState m_unlockState;
EntityAdmin m_admin;
// The factory's world data. Owned here, not by BuildingSystem, so the systems
// that operate on it can be handed the same state (see FactoryState.h).
FactoryState m_factoryState;
BeltSystem m_beltSystem;
std::unique_ptr<BuildingSystem> m_buildingSystem;
std::unique_ptr<ShipSystem> m_shipSystem;
std::unique_ptr<AiSystem> m_aiSystem;
std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
std::unique_ptr<DebrisSystem> m_debrisSystem;
std::unique_ptr<SalvagerSystem> m_salvagerSystem;
std::unique_ptr<RepairSystem> m_repairSystem;
std::unique_ptr<WaveSystem> m_waveSystem;
std::unique_ptr<CombatSystem> m_combatSystem;
std::vector<BeamFiredEvent> m_beamFiredEvents;
std::vector<SchematicChoiceOption> m_pendingSchematicChoices;
};