getAllDebrisInfo and collectOne only ever touched EntityAdmin — DebrisSystem holds nothing else — so they become free functions over the registry. That lets AiSystem, SalvagerSystem and SalvageScrapEvaluator drop their DebrisSystem& parameters entirely; SalvagerSystem already held the admin, and the other two were handed it alongside. No system in lib/ecs/system takes another system now. Every tick signature names the data it works on: the registry, the factory state, or both. DebrisSystem keeps spawn, tickDespawn and consume — the first two are genuine tick behaviour rather than lookups. 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
964 lines
32 KiB
C++
964 lines
32 KiB
C++
#include "Simulation.h"
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#include "FactoryQueries.h"
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#include "ConstructionSystem.h"
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#include "DeconstructionSystem.h"
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#include "PlacementRules.h"
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#include <algorithm>
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#include <cassert>
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#include <cmath>
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#include "AiSystem.h"
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#include "Command.h"
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#include "BuildingSystem.h"
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#include "CombatSystem.h"
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#include "DynamicBodyComponent.h"
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#include "DynamicBodySystem.h"
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#include "FacingComponent.h"
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#include "FactionComponent.h"
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#include "EventManager.h"
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#include "HealthComponent.h"
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#include "ModuleOwnerComponent.h"
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#include "MovementIntentSystem.h"
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#include "PositionComponent.h"
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#include "RepairSystem.h"
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#include "SalvagerSystem.h"
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#include "DebrisComponent.h"
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#include "DebrisSystem.h"
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#include "ShipIdentityComponent.h"
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#include "ShipSystem.h"
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#include "StateChecksum.h"
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#include "StationBodyComponent.h"
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#include "SurfaceMask.h"
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#include "tracing.h"
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#include "WaveSystem.h"
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#include "WeaponComponent.h"
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Simulation::Simulation(GameConfig config, unsigned int seed)
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: m_config(std::move(config))
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, m_rng(seed)
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, m_seed(seed)
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, m_currentTick(0)
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, m_nextDepartureTick(secondsToTicks(m_config.world.departureIntervalSeconds))
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, m_nextBuildingId(1)
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, m_buildingBlocksStock(m_config.world.startingBuildingBlocks)
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, m_gameOver(false)
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, m_hqProxyEntity(entt::null)
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, m_playerStation1Entity(entt::null)
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, m_playerStation2Entity(entt::null)
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, m_unlockState(m_config)
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, m_beltSystem(m_config.world.beltSpeed_tps)
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{
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m_currentEnemyStationEntities[0] = entt::null;
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m_currentEnemyStationEntities[1] = entt::null;
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m_factoryState = makeFactoryState(m_config);
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initializeSubsystems();
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m_unlockState.initializeUnlockState();
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placeInitialStructures();
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registerForEvents();
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}
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Simulation::~Simulation()
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{
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unregisterForEvents();
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}
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const GameConfig& Simulation::getConfig() const
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{
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return m_config;
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}
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void Simulation::reset(GameConfig newConfig, unsigned int seed)
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{
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m_config = std::move(newConfig);
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reset(seed);
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}
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void Simulation::reset(unsigned int seed)
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{
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EventManager::getInstance()->clearEvents();
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m_rng.seed(seed);
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m_seed = seed;
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m_currentTick = 0;
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m_nextDepartureTick = secondsToTicks(m_config.world.departureIntervalSeconds);
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m_nextBuildingId = 1;
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m_buildingBlocksStock = m_config.world.startingBuildingBlocks;
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m_expansionsPurchased = 0;
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m_gameOver = false;
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m_isWon = false;
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m_artifactCount = 0;
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m_hqBuildingId = std::nullopt;
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m_hqProxyEntity = entt::null;
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m_playerStation1Entity = entt::null;
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m_playerStation2Entity = entt::null;
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m_currentEnemyStationEntities[0] = entt::null;
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m_currentEnemyStationEntities[1] = entt::null;
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m_beamFiredEvents.clear();
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m_pendingSchematicChoices.clear();
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m_admin.clear();
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m_factoryState = makeFactoryState(m_config);
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m_beltSystem = BeltSystem(m_config.world.beltSpeed_tps);
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initializeSubsystems();
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m_unlockState.initializeUnlockState();
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placeInitialStructures();
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}
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void Simulation::initializeSubsystems()
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{
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m_buildingSystem = std::make_unique<BuildingSystem>(
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m_config,
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m_beltSystem,
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[this]() { return allocateBuildingId(); },
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[this](int amount) { m_buildingBlocksStock += amount; },
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[this](const std::string& id, QVector2D pos,
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const std::optional<ShipLayoutConfig>& layout) {
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if (!isSchematicUnlocked(id))
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{
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return;
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}
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m_shipSystem->spawn(id, pos, /*isEnemy=*/false, layout);
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},
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[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
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m_rng);
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m_constructionSystem = std::make_unique<ConstructionSystem>(m_config);
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m_deconstructionSystem = std::make_unique<DeconstructionSystem>(
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m_config, [this](int amount) { m_buildingBlocksStock += amount; });
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m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
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m_aiSystem = std::make_unique<AiSystem>(m_config);
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m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
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m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
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m_debrisSystem = std::make_unique<DebrisSystem>(m_admin);
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m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
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m_repairSystem = std::make_unique<RepairSystem>(m_admin);
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m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
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m_combatSystem = std::make_unique<CombatSystem>(m_config);
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}
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// ---------------------------------------------------------------------------
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// tick
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// ---------------------------------------------------------------------------
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void Simulation::apply(const Command& command)
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{
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switch (command.kind)
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{
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case CommandKind::PlaceBuilding:
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{
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const PlaceBuildingCommand& c = static_cast<const PlaceBuildingCommand&>(command);
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const std::optional<BuildingId> placed = tryPlaceBuilding(c.type, c.anchor, c.rotation);
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if (!placed.has_value())
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{
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break;
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}
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const BuildingId id = *placed;
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if (c.recipeId.has_value())
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{
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m_buildingSystem->setRecipe(m_factoryState, id, *c.recipeId);
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}
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if (c.shipLayout.has_value())
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{
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m_buildingSystem->setShipLayout(m_factoryState, id, *c.shipLayout);
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}
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if (c.hasSplitterFilters)
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{
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m_buildingSystem->setSiteSplitterFilters(m_factoryState, id, c.splitterFilterA, c.splitterFilterB);
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}
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break;
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}
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case CommandKind::Deconstruct:
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deconstruct(*static_cast<const DeconstructCommand&>(command).id);
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break;
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case CommandKind::CancelDeconstruction:
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cancelDeconstruction(*static_cast<const CancelDeconstructionCommand&>(command).id);
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break;
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case CommandKind::RotateInPlace:
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{
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const RotateInPlaceCommand& c = static_cast<const RotateInPlaceCommand&>(command);
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m_buildingSystem->rotateInPlace(m_factoryState, *c.id, c.newRotation);
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break;
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}
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case CommandKind::SetRecipe:
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{
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const SetRecipeCommand& c = static_cast<const SetRecipeCommand&>(command);
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m_buildingSystem->setRecipe(m_factoryState, *c.id, c.recipeId);
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break;
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}
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case CommandKind::SetShipLayout:
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{
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const SetShipLayoutCommand& c = static_cast<const SetShipLayoutCommand&>(command);
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m_buildingSystem->setShipLayout(m_factoryState, *c.id, c.layout);
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break;
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}
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case CommandKind::SetSiteSplitterFilters:
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{
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const SetSiteSplitterFiltersCommand& c =
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static_cast<const SetSiteSplitterFiltersCommand&>(command);
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m_buildingSystem->setSiteSplitterFilters(m_factoryState, *c.id, c.filterA, c.filterB);
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break;
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}
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case CommandKind::SetSplitterFilters:
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{
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const SetSplitterFiltersCommand& c =
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static_cast<const SetSplitterFiltersCommand&>(command);
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m_beltSystem.setSplitterFilters(c.tile, c.filterA, c.filterB);
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break;
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}
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case CommandKind::ClearBeltTiles:
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m_beltSystem.clearTiles(static_cast<const ClearBeltTilesCommand&>(command).tiles);
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break;
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case CommandKind::ApplySchematicChoice:
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applySchematicChoice(static_cast<const ApplySchematicChoiceCommand&>(command).choiceIndex);
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break;
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case CommandKind::ExpandAsteroid:
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tryExpandAsteroid();
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break;
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case CommandKind::Reset:
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{
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const ResetCommand& c = static_cast<const ResetCommand&>(command);
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if (c.config)
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{
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// operator* on a const shared_ptr yields a mutable GameConfig&, so
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// the move-only config moves into reset without a copy. The command
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// is applied once, so leaving its config moved-from is fine.
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reset(std::move(*c.config), c.seed);
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}
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else
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{
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reset(c.seed);
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}
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break;
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}
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}
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}
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void Simulation::tick()
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{
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EventManager::getInstance()->processEvents();
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// Step 1: wave scheduler
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m_waveSystem->tickWaveScheduler(m_currentTick, *m_shipSystem,
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m_config.world.heightTiles);
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// Step 2: threat accumulation
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m_waveSystem->tickThreatAccumulation();
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// Construction + production pipeline
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m_constructionSystem->tick(m_factoryState, m_beltSystem, m_currentTick);
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m_deconstructionSystem->tick(m_factoryState, m_currentTick); // parallel to construction
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m_buildingSystem->tickBeltPull(m_factoryState); // step 3
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m_buildingSystem->tickProduction(m_factoryState, m_currentTick); // step 4
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m_buildingSystem->tickShipyardProduction(m_factoryState, m_currentTick); // step 4b
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m_buildingSystem->tickOutputBelts(m_factoryState); // step 5
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m_beltSystem.tick(); // step 6
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// Step 7: ship behavior systems (movement arbitration via intent priority)
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// Departure timer: release gathered combat ships on a fixed interval (REQ-SHP-RALLY).
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if (m_currentTick >= m_nextDepartureTick)
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{
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m_shipSystem->triggerRallyDeparture();
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m_nextDepartureTick += secondsToTicks(m_config.world.departureIntervalSeconds);
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}
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m_shipSystem->clearMovementIntents();
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// Score-based behavior selection: evaluate, select winner, execute (sets
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// movement intent + preferred module targets only — no world mutation).
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m_aiSystem->tick(m_admin, m_factoryState);
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// Module systems perform the world mutation (collection/delivery, healing).
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// Each emits its tool beams and applies its own delayed (mid-beam) effects.
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m_salvagerSystem->tick(m_currentTick, m_factoryState, m_beamFiredEvents);
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m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
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// Step 8: combat resolution
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m_combatSystem->tick(m_currentTick, m_admin, m_beamFiredEvents);
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// Step 8b: deferred damage whose impact tick has arrived
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m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
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// Step 9: deaths & loot
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if (!m_gameOver)
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{
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tickDeathsAndLoot();
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}
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// Step 10: advance ship positions
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m_movementIntentSystem->tick(m_admin);
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m_dynamicBodySystem->tick(m_admin);
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// Step 11: debris despawn
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m_debrisSystem->tickDespawn(m_currentTick);
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++m_currentTick;
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}
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// ---------------------------------------------------------------------------
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// Pre-placement
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// ---------------------------------------------------------------------------
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void Simulation::placeInitialStructures()
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{
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// HQ — right edge of asteroid (rightmost asteroid tile is x = -1).
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// Placed as a Building (for belt input) plus an ECS proxy (for HP/targeting).
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const ParsedSurfaceMask hqParsed =
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parseSurfaceMask(m_config.stations.hq.surfaceMask, Rotation::East);
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const int hqAnchorX = -hqParsed.footprint.width();
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const int hqAnchorY =
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(m_config.world.heightTiles - hqParsed.footprint.height()) / 2;
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const float hqHp =
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static_cast<float>(m_config.stations.hq.hpFormula.evaluate(0.0));
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m_hqBuildingId = m_buildingSystem->placeImmediate(m_factoryState, BuildingType::Hq,
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m_config.stations.hq.surfaceMask,
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QPoint(hqAnchorX, hqAnchorY),
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Rotation::East);
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const QVector2D hqCenter(
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hqAnchorX + hqParsed.footprint.width() / 2.0f,
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hqAnchorY + hqParsed.footprint.height() / 2.0f);
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m_hqProxyEntity = m_admin.spawnHqProxy(hqCenter, hqHp, hqHp);
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// Player defence stations — ECS entities with tile occupancy.
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const ParsedSurfaceMask psParsed =
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parseSurfaceMask(m_config.stations.playerStation.surfaceMask, Rotation::East);
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const int psAnchorX =
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m_config.world.regions.playerBufferWidth_tiles - psParsed.footprint.width();
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const double psLevel = static_cast<double>(m_config.stations.playerStation.level);
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const float psHp = static_cast<float>(
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m_config.stations.playerStation.hpFormula.evaluate(psLevel));
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const float tileSize = static_cast<float>(m_config.world.tileSize_m);
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WeaponComponent psWeapon;
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psWeapon.damage = static_cast<float>(
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m_config.stations.playerStation.damageFormula.evaluate(psLevel));
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psWeapon.range_tiles = static_cast<float>(
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m_config.stations.playerStation.rangeFormula.evaluate(psLevel)) / tileSize;
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psWeapon.fireRateHz = static_cast<float>(
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m_config.stations.playerStation.fireRateFormula.evaluate(psLevel));
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psWeapon.cooldownTicks = 0.0f;
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psWeapon.currentTarget = std::nullopt;
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const int ps1Y = m_config.world.heightTiles / 4;
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const int ps2Y = 3 * m_config.world.heightTiles / 4;
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{
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const QPoint anchor(psAnchorX, ps1Y);
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std::vector<QPoint> absCells;
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for (const QPoint& rel : psParsed.bodyCells)
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{
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absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
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}
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m_playerStation1Entity = m_admin.spawnStation(
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anchor, psParsed.footprint, absCells, psHp, psHp, false);
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{
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entt::entity wChild = m_admin.createModuleEntity();
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m_admin.addComponent<WeaponComponent>(wChild, psWeapon);
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m_admin.addComponent<ModuleOwnerComponent>(wChild,
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ModuleOwnerComponent{m_playerStation1Entity});
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}
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m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
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}
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{
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const QPoint anchor(psAnchorX, ps2Y);
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std::vector<QPoint> absCells;
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for (const QPoint& rel : psParsed.bodyCells)
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{
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absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
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}
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m_playerStation2Entity = m_admin.spawnStation(
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anchor, psParsed.footprint, absCells, psHp, psHp, false);
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{
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entt::entity wChild = m_admin.createModuleEntity();
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m_admin.addComponent<WeaponComponent>(wChild, psWeapon);
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m_admin.addComponent<ModuleOwnerComponent>(wChild,
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ModuleOwnerComponent{m_playerStation2Entity});
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}
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m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
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}
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// Rally point: center of the player defence stations' X column, world vertical midpoint.
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const float rallyX = static_cast<float>(psAnchorX) + psParsed.footprint.width() / 2.0f;
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const float rallyY = static_cast<float>(m_config.world.heightTiles) / 2.0f;
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m_shipSystem->setRallyPoint(QVector2D(rallyX, rallyY));
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// Enemy defence stations — generation 0 (initial set).
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placeEnemyStationSet(0);
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}
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void Simulation::placeEnemyStationSet(int generation)
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{
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const float tileSize = static_cast<float>(m_config.world.tileSize_m);
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const ParsedSurfaceMask esParsed =
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parseSurfaceMask(m_config.stations.enemyStation.surfaceMask, Rotation::East);
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const int rightEdgeX = m_config.world.regions.playerBufferWidth_tiles
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+ m_config.world.regions.contestZoneWidth_tiles
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+ generation * m_config.world.push.pushExpandColumns_tiles;
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const int anchorX = rightEdgeX - esParsed.footprint.width();
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const double genD = static_cast<double>(generation);
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const float esHp = static_cast<float>(
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m_config.stations.enemyStation.hpFormula.evaluate(genD));
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WeaponComponent esWeapon;
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esWeapon.damage = static_cast<float>(
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m_config.stations.enemyStation.damageFormula.evaluate(genD));
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esWeapon.range_tiles = static_cast<float>(
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m_config.stations.enemyStation.rangeFormula.evaluate(genD)) / tileSize;
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esWeapon.fireRateHz = static_cast<float>(
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m_config.stations.enemyStation.fireRateFormula.evaluate(genD));
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esWeapon.cooldownTicks = 0.0f;
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esWeapon.currentTarget = std::nullopt;
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const int y1 = m_config.world.heightTiles / 4;
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const int y2 = 3 * m_config.world.heightTiles / 4;
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{
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const QPoint anchor(anchorX, y1);
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std::vector<QPoint> absCells;
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for (const QPoint& rel : esParsed.bodyCells)
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{
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absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
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}
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m_currentEnemyStationEntities[0] = m_admin.spawnStation(
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anchor, esParsed.footprint, absCells, esHp, esHp, true);
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{
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entt::entity wChild = m_admin.createModuleEntity();
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m_admin.addComponent<WeaponComponent>(wChild, esWeapon);
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m_admin.addComponent<ModuleOwnerComponent>(wChild,
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ModuleOwnerComponent{m_currentEnemyStationEntities[0]});
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}
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m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
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}
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{
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const QPoint anchor(anchorX, y2);
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std::vector<QPoint> absCells;
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for (const QPoint& rel : esParsed.bodyCells)
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{
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absCells.push_back(QPoint(anchor.x() + rel.x(), anchor.y() + rel.y()));
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}
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m_currentEnemyStationEntities[1] = m_admin.spawnStation(
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anchor, esParsed.footprint, absCells, esHp, esHp, true);
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{
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entt::entity wChild = m_admin.createModuleEntity();
|
|
m_admin.addComponent<WeaponComponent>(wChild, esWeapon);
|
|
m_admin.addComponent<ModuleOwnerComponent>(wChild,
|
|
ModuleOwnerComponent{m_currentEnemyStationEntities[1]});
|
|
}
|
|
m_buildingSystem->registerTileOccupancy(m_factoryState, absCells, allocateBuildingId());
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Deaths & loot (tick step 9)
|
|
// ---------------------------------------------------------------------------
|
|
|
|
void Simulation::tickDeathsAndLoot()
|
|
{
|
|
TRACE();
|
|
// --- Dead ships ---
|
|
std::vector<entt::entity> deadShips;
|
|
m_admin.forEach<ShipIdentityComponent, HealthComponent>(
|
|
[&deadShips](entt::entity e, const ShipIdentityComponent& /*si*/,
|
|
const HealthComponent& h)
|
|
{
|
|
if (h.hp <= 0.0f)
|
|
{
|
|
deadShips.push_back(e);
|
|
}
|
|
});
|
|
|
|
for (entt::entity deadEntity : deadShips)
|
|
{
|
|
const ShipIdentityComponent& si = m_admin.get<ShipIdentityComponent>(deadEntity);
|
|
const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
|
|
if (si.scrapDrop > 0)
|
|
{
|
|
const Tick despawnAt = m_currentTick
|
|
+ secondsToTicks(m_config.world.debrisDespawnSeconds);
|
|
m_debrisSystem->spawn(pos.value, si.scrapDrop, despawnAt);
|
|
}
|
|
m_shipSystem->despawn(deadEntity);
|
|
}
|
|
|
|
// --- Dead stations ---
|
|
std::vector<entt::entity> deadStations;
|
|
m_admin.forEach<StationBodyComponent, HealthComponent>(
|
|
[&deadStations](entt::entity e, const StationBodyComponent& /*sb*/,
|
|
const HealthComponent& h)
|
|
{
|
|
if (h.hp <= 0.0f)
|
|
{
|
|
deadStations.push_back(e);
|
|
}
|
|
});
|
|
|
|
for (entt::entity deadEntity : deadStations)
|
|
{
|
|
const StationBodyComponent& sb = m_admin.get<StationBodyComponent>(deadEntity);
|
|
const PositionComponent& pos = m_admin.get<PositionComponent>(deadEntity);
|
|
const FactionComponent& fac = m_admin.get<FactionComponent>(deadEntity);
|
|
|
|
const Tick despawnAt = m_currentTick
|
|
+ secondsToTicks(m_config.world.debrisDespawnSeconds);
|
|
int scrap = 0;
|
|
if (!fac.isEnemy)
|
|
{
|
|
const double lv = static_cast<double>(
|
|
m_config.stations.playerStation.level);
|
|
scrap = static_cast<int>(
|
|
m_config.stations.playerStation.scrapDropFormula.evaluate(lv));
|
|
}
|
|
else
|
|
{
|
|
const double genD = static_cast<double>(m_waveSystem->getGeneration());
|
|
scrap = static_cast<int>(
|
|
m_config.stations.enemyStation.scrapDropFormula.evaluate(genD));
|
|
}
|
|
if (scrap > 0)
|
|
{
|
|
m_debrisSystem->spawn(pos.value, scrap, despawnAt);
|
|
}
|
|
m_buildingSystem->unregisterTileOccupancy(m_factoryState, sb.bodyCells);
|
|
{
|
|
std::vector<entt::entity> stationChildren;
|
|
m_admin.forEach<ModuleOwnerComponent>(
|
|
[&](entt::entity ce, const ModuleOwnerComponent& o)
|
|
{
|
|
if (o.owner == deadEntity) { stationChildren.push_back(ce); }
|
|
});
|
|
for (entt::entity ce : stationChildren) { m_admin.destroy(ce); }
|
|
}
|
|
m_admin.destroy(deadEntity);
|
|
}
|
|
|
|
// --- HQ death check ---
|
|
if (m_admin.isValid(m_hqProxyEntity))
|
|
{
|
|
const HealthComponent& hqHealth = m_admin.get<HealthComponent>(m_hqProxyEntity);
|
|
if (hqHealth.hp <= 0.0f)
|
|
{
|
|
m_gameOver = true;
|
|
}
|
|
}
|
|
|
|
// --- Push check: if both current enemy stations are gone, trigger push ---
|
|
const bool es0Gone = !m_admin.isValid(m_currentEnemyStationEntities[0])
|
|
|| m_admin.get<HealthComponent>(m_currentEnemyStationEntities[0]).hp <= 0.0f;
|
|
const bool es1Gone = !m_admin.isValid(m_currentEnemyStationEntities[1])
|
|
|| m_admin.get<HealthComponent>(m_currentEnemyStationEntities[1]).hp <= 0.0f;
|
|
|
|
if (es0Gone && es1Gone &&
|
|
m_currentEnemyStationEntities[0] != entt::null)
|
|
{
|
|
const int destroyedLevel = m_waveSystem->getGeneration();
|
|
m_waveSystem->onEnemyStationsDestroyed();
|
|
placeEnemyStationSet(m_waveSystem->getGeneration());
|
|
generateSchematicChoices(destroyedLevel);
|
|
}
|
|
}
|
|
|
|
void Simulation::generateSchematicChoices(int destroyedStationLevel)
|
|
{
|
|
// Build the eligible pool of unlock groups (REQ-DEF-SCHEMATIC-DROP,
|
|
// REQ-LOCK-EXPLICIT, REQ-LOCK-PREREQ): not yet awarded, station level in
|
|
// range, and every prerequisite group already awarded.
|
|
std::vector<const UnlockGroupDef*> pool;
|
|
for (const UnlockGroupDef& group : m_config.unlocks.groups)
|
|
{
|
|
if (m_unlockState.isUnlockGroupAwarded(group.id)) { continue; }
|
|
if (group.stationLevel < 0 || group.stationLevel > destroyedStationLevel) { continue; }
|
|
if (!m_unlockState.prerequisitesSatisfied(group.requiredGroupIds)) { continue; }
|
|
pool.push_back(&group);
|
|
}
|
|
|
|
if (pool.empty()) { return; }
|
|
|
|
const double artifactChance = std::clamp(
|
|
m_config.world.artifacts.artifactChanceFormula.evaluate(
|
|
static_cast<double>(destroyedStationLevel)),
|
|
0.0, 1.0);
|
|
std::uniform_real_distribution<double> realDist(0.0, 1.0);
|
|
const bool artifactRolled = realDist(m_rng) < artifactChance;
|
|
|
|
const int numChoices = std::min(static_cast<int>(pool.size()), artifactRolled ? 2 : 3);
|
|
m_pendingSchematicChoices.clear();
|
|
|
|
for (int i = 0; i < numChoices; ++i)
|
|
{
|
|
std::uniform_int_distribution<int> dist(0, static_cast<int>(pool.size()) - 1 - i);
|
|
const int roll = dist(m_rng);
|
|
const std::size_t rollIdx = static_cast<std::size_t>(roll);
|
|
const std::size_t endIdx = pool.size() - 1 - static_cast<std::size_t>(i);
|
|
std::swap(pool[rollIdx], pool[endIdx]);
|
|
|
|
m_pendingSchematicChoices.push_back(m_unlockState.makeUnlockOption(*pool[endIdx]));
|
|
}
|
|
|
|
if (artifactRolled)
|
|
{
|
|
SchematicChoiceOption artifactOption;
|
|
artifactOption.isArtifact = true;
|
|
artifactOption.displayName = "Artifact";
|
|
m_pendingSchematicChoices.push_back(std::move(artifactOption));
|
|
}
|
|
}
|
|
|
|
void Simulation::applySchematicChoice(int choiceIndex)
|
|
{
|
|
assert(choiceIndex >= 0 && choiceIndex < static_cast<int>(m_pendingSchematicChoices.size()));
|
|
const SchematicChoiceOption& chosen = m_pendingSchematicChoices[static_cast<std::size_t>(choiceIndex)];
|
|
|
|
if (chosen.isArtifact)
|
|
{
|
|
m_artifactCount += 1;
|
|
if (m_artifactCount >= m_config.world.artifacts.artifactWinCount)
|
|
{
|
|
m_isWon = true;
|
|
}
|
|
m_pendingSchematicChoices.clear();
|
|
return;
|
|
}
|
|
|
|
m_unlockState.awardUnlockGroup(chosen);
|
|
m_pendingSchematicChoices.clear();
|
|
}
|
|
|
|
bool Simulation::isRecipeUnlocked(const std::string& recipeId) const
|
|
{
|
|
return m_unlockState.isRecipeUnlocked(recipeId);
|
|
}
|
|
|
|
bool Simulation::isItemUnlocked(const std::string& itemId) const
|
|
{
|
|
return m_unlockState.isItemUnlocked(itemId);
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Determinism (see docs/replay_design.md)
|
|
// ---------------------------------------------------------------------------
|
|
|
|
unsigned long long Simulation::getRngFingerprint() const
|
|
{
|
|
return fingerprintRng(m_rng);
|
|
}
|
|
|
|
unsigned long long Simulation::computeStateChecksum() const
|
|
{
|
|
Hasher hasher;
|
|
|
|
// RNG stream — the most sensitive signal of divergence.
|
|
hasher.append(fingerprintRng(m_rng));
|
|
|
|
// Top-level scalars.
|
|
hasher.append(m_currentTick);
|
|
hasher.append(m_nextDepartureTick);
|
|
hasher.append(m_nextBuildingId);
|
|
hasher.append(m_buildingBlocksStock);
|
|
hasher.append(m_gameOver);
|
|
hasher.append(m_isWon);
|
|
hasher.append(m_artifactCount);
|
|
hasher.append(m_expansionsPurchased);
|
|
|
|
// WaveSystem scalar state, reached through existing accessors.
|
|
hasher.append(getThreatLevel());
|
|
hasher.append(getThreatAccumulationRate());
|
|
hasher.append(getBossWaveCounter());
|
|
hasher.append(getBossCountdownTicks());
|
|
hasher.append(getNormalGapRemainingTicks());
|
|
|
|
// Schematic / unlock state (std::map and std::set iterate in sorted order).
|
|
m_unlockState.appendChecksum(hasher);
|
|
|
|
// Subsystems contribute their own state.
|
|
m_buildingSystem->appendChecksum(m_factoryState, hasher);
|
|
m_beltSystem.appendChecksum(hasher);
|
|
|
|
// ECS component state. View iteration order is a pure function of the
|
|
// (identical) operation sequence on a fixed binary; each entity's raw id is
|
|
// folded in so the fingerprint is keyed, not merely a sum of fields.
|
|
m_admin.forEach<PositionComponent>(
|
|
[&hasher](entt::entity entity, const PositionComponent& c)
|
|
{
|
|
hasher.append(static_cast<std::uint32_t>(entity));
|
|
hasher.append(c.value);
|
|
});
|
|
m_admin.forEach<HealthComponent>(
|
|
[&hasher](entt::entity entity, const HealthComponent& c)
|
|
{
|
|
hasher.append(static_cast<std::uint32_t>(entity));
|
|
hasher.append(c.hp);
|
|
hasher.append(c.maxHp);
|
|
});
|
|
m_admin.forEach<FacingComponent>(
|
|
[&hasher](entt::entity entity, const FacingComponent& c)
|
|
{
|
|
hasher.append(static_cast<std::uint32_t>(entity));
|
|
hasher.append(c.radians);
|
|
});
|
|
m_admin.forEach<DynamicBodyComponent>(
|
|
[&hasher](entt::entity entity, const DynamicBodyComponent& c)
|
|
{
|
|
hasher.append(static_cast<std::uint32_t>(entity));
|
|
hasher.append(c.velocity_tpt);
|
|
hasher.append(c.angularVelocity_rpt);
|
|
hasher.append(c.linearAcceleration_tptt);
|
|
hasher.append(c.angularAcceleration_rptt);
|
|
});
|
|
m_admin.forEach<DebrisComponent>(
|
|
[&hasher](entt::entity entity, const DebrisComponent& c)
|
|
{
|
|
hasher.append(static_cast<std::uint32_t>(entity));
|
|
hasher.append(c.amount);
|
|
});
|
|
m_admin.forEach<ShipIdentityComponent>(
|
|
[&hasher](entt::entity entity, const ShipIdentityComponent& c)
|
|
{
|
|
hasher.append(static_cast<std::uint32_t>(entity));
|
|
hasher.append(c.schematicId);
|
|
});
|
|
|
|
return hasher.getValue();
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Drains
|
|
// ---------------------------------------------------------------------------
|
|
|
|
std::vector<BeamFiredEvent> Simulation::drainBeamFiredEvents()
|
|
{
|
|
std::vector<BeamFiredEvent> result;
|
|
result.swap(m_beamFiredEvents);
|
|
return result;
|
|
}
|
|
|
|
const std::vector<SchematicChoiceOption>& Simulation::getPendingSchematicChoices() const
|
|
{
|
|
return m_pendingSchematicChoices;
|
|
}
|
|
|
|
bool Simulation::hasSchematicChoicesPending() const
|
|
{
|
|
return !m_pendingSchematicChoices.empty();
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Accessors
|
|
// ---------------------------------------------------------------------------
|
|
|
|
Tick Simulation::getCurrentTick() const
|
|
{
|
|
return m_currentTick;
|
|
}
|
|
|
|
unsigned int Simulation::getSeed() const
|
|
{
|
|
return m_seed;
|
|
}
|
|
|
|
int Simulation::getBuildingBlocksStock() const
|
|
{
|
|
return m_buildingBlocksStock;
|
|
}
|
|
|
|
int Simulation::getCurrentAsteroidWidth_tiles() const
|
|
{
|
|
return m_config.world.regions.asteroidWidth_tiles
|
|
+ m_expansionsPurchased * m_config.world.expansion.columnsPerExpansion_tiles;
|
|
}
|
|
|
|
int Simulation::getCurrentExpansionCost() const
|
|
{
|
|
const double cost = m_config.world.expansion.costBuildingBlocksFormula.evaluate(
|
|
static_cast<double>(m_expansionsPurchased));
|
|
return static_cast<int>(std::floor(cost));
|
|
}
|
|
|
|
void Simulation::tryExpandAsteroid()
|
|
{
|
|
const int cost = getCurrentExpansionCost();
|
|
if (m_buildingBlocksStock < cost)
|
|
{
|
|
return;
|
|
}
|
|
m_buildingBlocksStock -= cost;
|
|
++m_expansionsPurchased;
|
|
m_buildingSystem->setAsteroidWidth_tiles(m_factoryState, getCurrentAsteroidWidth_tiles());
|
|
}
|
|
|
|
bool Simulation::isGameOver() const
|
|
{
|
|
return m_gameOver;
|
|
}
|
|
|
|
bool Simulation::isWon() const
|
|
{
|
|
return m_isWon;
|
|
}
|
|
|
|
int Simulation::getArtifactCount() const
|
|
{
|
|
return m_artifactCount;
|
|
}
|
|
|
|
double Simulation::getThreatLevel() const
|
|
{
|
|
return m_waveSystem->getThreatLevel();
|
|
}
|
|
|
|
double Simulation::getThreatAccumulationRate() const
|
|
{
|
|
return m_waveSystem->getThreatAccumulationRate();
|
|
}
|
|
|
|
double Simulation::getMaxFactoryProductionThreatRate() const
|
|
{
|
|
return static_cast<double>(getProductionBuildingCount(m_factoryState));
|
|
}
|
|
|
|
double Simulation::getCurrentFactoryProductionThreatRate() const
|
|
{
|
|
return static_cast<double>(getActiveProductionBuildingCount(m_factoryState));
|
|
}
|
|
|
|
int Simulation::getBossWaveCounter() const
|
|
{
|
|
return m_waveSystem->getBossWaveCounter();
|
|
}
|
|
|
|
Tick Simulation::getBossCountdownTicks() const
|
|
{
|
|
return m_waveSystem->getBossCountdownTicks();
|
|
}
|
|
|
|
Tick Simulation::getNormalGapRemainingTicks() const
|
|
{
|
|
return m_waveSystem->getNormalGapRemainingTicks();
|
|
}
|
|
|
|
bool Simulation::isSchematicUnlocked(const std::string& shipId) const
|
|
{
|
|
return m_unlockState.isSchematicUnlocked(shipId);
|
|
}
|
|
|
|
bool Simulation::isModuleSchematicUnlocked(const std::string& moduleId) const
|
|
{
|
|
return m_unlockState.isModuleSchematicUnlocked(moduleId);
|
|
}
|
|
|
|
bool Simulation::isBuildingUnlocked(BuildingType type) const
|
|
{
|
|
return m_unlockState.isBuildingUnlocked(type);
|
|
}
|
|
|
|
std::optional<BuildingId> Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation)
|
|
{
|
|
// Locked building types cannot be placed (REQ-LOCK-BUILDING); the build menu
|
|
// hides them, this is the simulation-side backstop (e.g. blueprint placement).
|
|
if (!isBuildingUnlocked(type))
|
|
{
|
|
return std::nullopt;
|
|
}
|
|
|
|
if (!isPlacementValid(m_factoryState, m_config, type, anchor, rotation))
|
|
{
|
|
return std::nullopt;
|
|
}
|
|
|
|
int cost = 0;
|
|
for (const BuildingDef& def : m_config.buildings.buildings)
|
|
{
|
|
if (def.type == type)
|
|
{
|
|
cost = def.cost;
|
|
break;
|
|
}
|
|
}
|
|
if (m_buildingBlocksStock < cost)
|
|
{
|
|
return std::nullopt;
|
|
}
|
|
m_buildingBlocksStock -= cost;
|
|
return m_buildingSystem->place(m_factoryState, type, anchor, rotation, m_currentTick);
|
|
}
|
|
|
|
void Simulation::deconstruct(BuildingId id)
|
|
{
|
|
m_buildingBlocksStock += m_buildingSystem->deconstruct(m_factoryState, id, m_currentTick);
|
|
}
|
|
|
|
void Simulation::cancelDeconstruction(BuildingId id)
|
|
{
|
|
m_buildingSystem->cancelDeconstruction(m_factoryState, id);
|
|
}
|
|
|
|
BuildingSystem& Simulation::getBuildingsMutable()
|
|
{
|
|
return *m_buildingSystem;
|
|
}
|
|
|
|
const FactoryState& Simulation::getFactoryState() const
|
|
{
|
|
return m_factoryState;
|
|
}
|
|
|
|
const BuildingSystem& Simulation::getBuildings() const
|
|
{
|
|
return *m_buildingSystem;
|
|
}
|
|
|
|
BeltSystem& Simulation::getBeltsMutable()
|
|
{
|
|
return m_beltSystem;
|
|
}
|
|
|
|
const BeltSystem& Simulation::getBelts() const
|
|
{
|
|
return m_beltSystem;
|
|
}
|
|
|
|
ShipSystem& Simulation::getShips()
|
|
{
|
|
return *m_shipSystem;
|
|
}
|
|
|
|
const ShipSystem& Simulation::getShips() const
|
|
{
|
|
return *m_shipSystem;
|
|
}
|
|
|
|
DebrisSystem& Simulation::getDebrisSystem()
|
|
{
|
|
return *m_debrisSystem;
|
|
}
|
|
|
|
const DebrisSystem& Simulation::getDebrisSystem() const
|
|
{
|
|
return *m_debrisSystem;
|
|
}
|
|
|
|
EntityAdmin& Simulation::getAdmin()
|
|
{
|
|
return m_admin;
|
|
}
|
|
|
|
const EntityAdmin& Simulation::getAdmin() const
|
|
{
|
|
return m_admin;
|
|
}
|
|
|
|
void Simulation::handleEvent(std::shared_ptr<const TracePrintRequestedEvent> event)
|
|
{
|
|
PRINT_TRACES();
|
|
}
|
|
|
|
BuildingId Simulation::allocateBuildingId()
|
|
{
|
|
return m_nextBuildingId++;
|
|
}
|