18 KiB
Implementation Plan — Steps 4 through 8
Cross-references: architecture.md (design), requirements.md (REQ-* citations).
Status
| Step | Scope | State |
|---|---|---|
| 1 | Config loading (Formula, ConfigLoader, all config structs) | ✅ done |
| 2 | Simulation shell + TickDriver + entity id allocator + event queues | ✅ done |
| 3 | Belt subsystem (placement, port interface, per-tile v1, splitter routing, clearTiles, visual iteration) | ✅ done |
| 4 | Buildings + placement + belt↔building transport | ✅ done |
| 5 | Scrap + ships skeleton (data + spawning, no AI) | ✅ done |
| 6 | Ship behavior systems + movement arbitration | ✅ done |
| 7 | Waves, threat accumulation, combat resolution, deaths & loot | ⬜ |
| 8 | UI layer (GameWorldView, visuals.toml, panels, build/demolish, speed controls) | ⬜ |
Tick order reference (architecture.md §Tick Order):
- Wave scheduler — step 7
- Threat accumulation — step 7
- Belt→building pull — step 4
- Building production — step 4
- Building→belt push — step 4
- Belt tick — step 3 ✅
- Ship behavior systems — step 6
- Combat resolution — step 7
- Deaths & loot — step 7
tickMovement— step 6- Scrap despawn — step 5
Each new subsystem slots into Simulation::tick() in this exact order.
Step 4 — Buildings + placement + belt↔building transport
Covers REQ-BLD-, REQ-MAT-. Introduces the first stateful gameplay loop: miners pull nothing, produce ore, push onto belts; smelters pull ore, produce ingots; etc.
New types (src/lib/sim/)
struct InputBuffer {
std::map<ItemType, int> counts;
std::map<ItemType, int> caps; // per-material; = 2× per-cycle requirement
};
struct OutputBuffer {
std::vector<Item> items;
int capacity; // 2× per-cycle output; 1× for ReprocessingPlant
};
struct Production {
std::string recipeId;
Tick completesAt;
std::vector<Item> chosenOutputs; // resolved at cycle start for reprocessing
};
struct Building {
EntityId id;
QPoint tile; // origin of footprint (top-left)
QSize footprint;
Rotation rotation;
BuildingType type;
float hp;
float maxHp;
std::string recipeId; // current recipe; empty = none selected
InputBuffer inputBuffer;
OutputBuffer outputBuffer;
std::optional<Production> production;
};
Surface-mask parsing (new utility in src/lib/config/)
struct ParsedSurfaceMask {
QSize footprint;
std::vector<QPoint> bodyCells; // relative to tile origin
std::vector<Port> outputPorts; // tile = adjacent cell OUTSIDE footprint
// direction = away from building
std::vector<QPoint> shipDockCells; // 'S' cells — for salvage bay / shipyard
};
ParsedSurfaceMask parseSurfaceMask(const std::vector<std::string>& rows,
Rotation rotation);
Conventions (inferred from buildings.toml):
A= body cellS= ship dock cell (part of footprint; shipyard/salvage bay)>,<,^,v= direction marker on cell ADJACENT to body, NOT part of footprint- space = empty within bounding box
- Rotation transforms the grid 90°/180°/270° around the mask origin
Placement + BuildingSystem
Either a new BuildingSystem class in src/lib/sim/ or methods on Simulation. Recommended: a BuildingSystem owned by Simulation, mirroring BeltSystem's pattern.
class BuildingSystem {
public:
BuildingSystem(const GameConfig& config, BeltSystem& belts,
std::function<EntityId()> allocateId,
std::mt19937& rng);
// Placement (called by UI commands in Step 8)
EntityId place(BuildingType type, QPoint tile, Rotation rotation);
void demolish(EntityId id);
void setRecipe(EntityId id, const std::string& recipeId);
// Tick hooks — called from Simulation::tick() in the correct order
void tickBeltPull(); // step 3
void tickProduction(); // step 4
void tickBeltPush(); // step 5
// Queries (for UI)
const Building* find(EntityId id) const;
std::vector<Building> all() const; // for rendering
};
Belts and splitters are registered with BeltSystem directly from BuildingSystem::place when type == Belt or Splitter — these don't get Building instances (architecture.md §Buildings).
Production cycle (REQ-MAT-CYCLE)
In tickProduction:
for each building with recipeId set:
if building has active production:
if currentTick >= production.completesAt:
deposit chosenOutputs into outputBuffer
clear production
continue
// idle: try to start a new cycle
recipe = config.findRecipe(recipeId)
if inputs available in buffers AND outputs fit in outputBuffer:
consume inputs
if reprocessing: roll chosenOutputs via discrete_distribution on probabilities
else: chosenOutputs = recipe.outputs (expanded by amounts)
// re-check fit for reprocessing (chosen output must fit)
production = {recipeId, currentTick + secondsToTicks(recipe.durationSeconds), chosenOutputs}
Reprocessing uses Simulation's std::mt19937 + std::discrete_distribution<>. Do NOT use the legacy WeightedRandomGenerator (uses auto and float precision).
Belt↔building interaction
tickBeltPull (step 3): for each building with recipeId, walk its footprint's edges; for each adjacent tile, construct Port{adjTile, directionFromBeltToBuilding} and call belts.tryTakeItem(port). Accept if the item matches a required input AND the per-material buffer has space.
tickBeltPush (step 5): for each output port on each building with items in outputBuffer, call belts.tryPutItem(port, item). On success, remove from buffer.
Files
New:
src/lib/sim/Building.hsrc/lib/sim/BuildingSystem.h/.cppsrc/lib/config/SurfaceMask.h/.cppsrc/test/BuildingTest.cppsrc/test/SurfaceMaskTest.cpp
Modified:
src/lib/sim/Simulation.h/.cpp— ownBeltSystem+BuildingSystem; call their tick hooks in ordersrc/lib/sim/CMakeLists.txtsrc/lib/config/CMakeLists.txtsrc/test/CMakeLists.txt
Tests
- Surface mask: all four rotations of miner, smelter, splitter; output ports land on correct adjacent cells
- Placement: place miner, verify footprint occupies expected tiles; demolish removes it
- Belt registration: placing a Belt calls
BeltSystem::placeBelt; demolishing callsremoveTile - Miner cycle: miner with
mine_iron_orerecipe deposits iron_ore into outputBuffer after recipe duration ticks - Smelter cycle: feed iron_ore into input buffer, 2 ore → 1 ingot in output after duration
- Output buffer cap: buffer fills to 2×, production stalls
- Reprocessing cap: buffer holds exactly 1× (REQ-MAT-OUTPUT-BUFFER-REPROCESSING)
- Reprocessing RNG: seed-deterministic weighted output pick; N trials match expected distribution within tolerance
- Belt pull: belt adjacent to smelter input edge delivers ore; smelter input buffer increments
- Belt push: miner outputBuffer drains onto adjacent belt each tick when space available
- Recipe change:
setRecipeclears input + output buffers (REQ-MAT-INPUT-BUFFER, REQ-MAT-OUTPUT-BUFFER)
Step 5 — Scrap + ships skeleton
Data structures + spawning only. No AI yet. Covers REQ-RES-SCRAP-DROP, REQ-SHP-STATS, REQ-BLD-SHIPYARD scaffolding.
New types
struct Scrap {
EntityId id;
QVector2D position; // tile units; ship-center convention
int amount;
Tick despawnAt;
};
struct Weapon { float damage; float range; float fireRateHz;
float cooldownTicks; std::optional<EntityId> currentTarget; };
struct SalvageCargo { int capacity; int current; };
struct RepairTool { float ratePerTick; std::optional<EntityId> currentTarget; };
struct ThreatResponse { float engagementRange; /* CombatStance, CombatTargetPriority */
std::optional<EntityId> currentTarget; };
struct ScrapCollector { std::optional<QVector2D> scrapTarget; EntityId deliveryBay; };
struct RepairBehavior { /* RepairTargetPriority */ std::optional<EntityId> currentTarget; };
struct HomeReturn { float retreatHpFraction; QVector2D homePos; };
struct Ship {
EntityId id;
QVector2D position;
QVector2D velocity;
float hp;
float maxHp;
int level;
std::string blueprintId; // matches ShipDef::id
std::optional<Weapon> weapon;
std::optional<SalvageCargo> cargo;
std::optional<RepairTool> repairTool;
std::optional<ThreatResponse> threatResponse;
std::optional<ScrapCollector> scrapCollector;
std::optional<RepairBehavior> repairBehavior;
std::optional<HomeReturn> homeReturn;
MovementIntent intent;
};
ShipSystem / ScrapSystem
Small classes owned by Simulation:
ShipSystem::spawn(ShipDef, level, QVector2D position)— builds a Ship from the config by evaluating per-role formulas atlevel; components present iff correspondingShipDefsections are presentShipSystem::forEach(…)— for Step 6 behavior systems to iterateScrapSystem::spawn(QVector2D position, int amount)— tick step 9 callerScrapSystem::tickDespawn()— step 11
Still no AI tick hooks; Simulation::tick() gains step 11 only.
Tests
- Ship spawn: combat ship has Weapon + ThreatResponse; salvage ship has SalvageCargo + ScrapCollector; stats evaluated from formulas at given level
- Component absence: salvage ship has no Weapon; combat ship has no SalvageCargo
- Scrap spawn + despawn: scrap created with
despawnAt = currentTick + secondsToTicks(world.scrapDespawnSeconds); after that many tickstickDespawnremoves it - Entity ids: spawned ships/scrap receive strictly increasing ids from
Simulation::allocateId(needs to be exposed toShipSystem/ScrapSystemvia constructor callback)
Files
New: Scrap.h, Ship.h, ShipSystem.h/.cpp, ScrapSystem.h/.cpp, ShipTest.cpp, ScrapTest.cpp.
Modified: Simulation.*, src/lib/sim/CMakeLists.txt, src/test/CMakeLists.txt.
Step 6 — Ship behavior systems + movement arbitration
All four behaviors + tickMovement, one at a time with focused tests. Movement intent priority (architecture.md §Movement Arbitration):
HomeReturn > ThreatResponse > RepairBehavior > ScrapCollector
priorities: 4 3 2 1
Behaviors write MovementIntent{priority, target} on the ship; higher priority overwrites lower. MovementIntent is cleared at the start of the ship behavior step.
Sub-steps (independent commits recommended)
6a. tickHomeReturn — if hp/maxHp < retreatHpFraction, write intent toward homePos with priority 4.
6b. tickThreatResponse — acquire enemy target within engagementRange if none; hold existing target if still valid. If target in weapon range, fire (emit FireEvent, apply damage to target's hp, start cooldown — stays in Step 7 combat resolution if we want to centralize damage; for modularity, fire here). Else write intent toward target, priority 3.
6c. tickRepairBehavior — find damaged friendly target; move toward if out of repair range, repair if in range. Priority 2.
6d. tickScrapCollector — if cargo full, intent = deliveryBay.tile; else find nearest scrap, intent = scrap.position. On arrival, consume scrap (calls into ScrapSystem), increment cargo. Priority 1.
6e. tickMovement — for each ship with an intent, advance position toward intent.target by speedPerTick (from ShipDef speed formula). No pathfinding v1 — straight line.
Design decision: combat resolution split
Two options for where fire/damage happens:
- (A) Inside
tickThreatResponse— simpler, atomic - (B) In a separate
tickCombatResolutionstep 8 — matches architecture.md exactly
Recommend (B) for fidelity to architecture.md. tickThreatResponse only sets target + writes movement intent. Step 7 runs combat resolution across ships + stations uniformly.
Tests
- Intent priority: ship with low hp + weapon + enemy in range routes to homePos, not enemy
- Target acquisition: closest enemy within engagementRange; unchanged while still valid
- Repair ship finds damaged ally, moves in, repairs
- Salvage ship picks up scrap, returns when cargo full, cargo empties at delivery bay
- Movement: ship travels exactly
speed × secondsToTicks(duration)tiles over N ticks
Step 7 — Waves + threat + combat + deaths & loot
Fills tick steps 1, 2, 8, 9. Covers REQ-WAV-, REQ-SHP-FIRING-, REQ-DEF-, REQ-PSH-, REQ-RES-SCRAP-DROP.
Tick step 1 — Wave scheduler
- advance m_waveTimer by 1 tick
- if between waves: at wave trigger (random gap within world.waves.gap_min/max_seconds),
compute wave composition by drawing ship picks up to threat budget
(REQ-WAV-TRIGGER, REQ-WAV-THREAT-COST) using world.waves.threat_rate_formula
- schedule spawn times across spawn_duration_seconds
- spawn any enemy ships whose scheduled tick has arrived
Ships eligible for waves: those with threat.costFormula(elapsedSeconds) > 0.
Tick step 2 — Threat accumulation
m_threatLevel += max(0.0, world.waves.threatRateFormula.evaluate(elapsedSeconds)) × kTickDurationSeconds.
Tick step 8 — Combat resolution
Unified across ships + defence stations (player + enemy). Each shooter has {damage, range, fireRateHz, cooldown, currentTarget}. If target in range and cooldown ≤ 0:
- apply damage to target's hp
- emit
FireEvent{shooter.id, target.id, currentTick}intoSimulation::m_fireEvents - set cooldown =
kTickRateHz / fireRateHz
Stations fire per REQ-DEF-PLAYER-FIRE and REQ-PSH-STATION-FIRE; stats from config formulas at their level / generation.
Tick step 9 — Deaths & loot
- For each entity with hp ≤ 0: drop scrap at position (REQ-RES-SCRAP-DROP); amount from ShipDef.loot.scrapDrop or station scrap formula
- Track enemy defence station "sets": if a full set destroyed this tick, award player one blueprint (REQ-DEF-BLUEPRINT-DROP); emit
BlueprintDropEvent - Remove dead entities (ships, scrap, buildings)
Push mechanic (REQ-PSH-*)
When enemy wave progresses beyond contest zone: world.push expansion triggers, enemy defence station set spawns at new front, scaling_factor applied to formulas. This may belong in a dedicated PushSystem or fold into the wave scheduler. Decide at implementation time.
Files
New: WaveSystem.h/.cpp, CombatSystem.h/.cpp, maybe PushSystem.h/.cpp, corresponding *Test.cpp.
Modified: Simulation.* to wire in tick steps 1, 2, 8, 9; ShipSystem to expose iteration; BuildingSystem to expose defence stations for combat.
Tests
- Threat accumulates per second from the formula
- Wave spawn count matches threat budget / ship cost
- Fire event emitted + drainable + cleared
- Shooter on cooldown does not fire
- Ship at hp ≤ 0 drops scrap; scrap amount matches ShipDef
- Full enemy station set destroyed → BlueprintDropEvent with correct newLevel / wasNewUnlock
- Damage to HQ decrements HQ hp — game-over condition emitted when hp ≤ 0 (if we model it that way)
Step 8 — UI layer
Big step. Break into sub-phases to keep each commit reviewable.
8a. Visuals config + window scaffolding
- New
visuals.toml(REQ-UI, architecture.md §Rendering → Visual Parameters) — per-type fill/outline/glyph entries src/ui/VisualsConfig.h/.cpp,src/ui/VisualsLoader.h/.cpp— fail-fast on missing entries for any known sim id- Main window widget: header bar + central game view + right-hand selected-building panel (QDockWidget or split layout)
- Wire
QApplication+Simulation + TickDriverintomain.cppreplacing the current stub - Sim + UI share one thread; paintEvent reads sim state directly (no locks — architecture.md §Threading)
8b. GameWorldView (render only, no input)
QOpenGLWidgetsubclass withQPainterdrawingQTimer@ 60 Hz →update()+ advances sim viaTickDriver::advance(elapsedMs, gameSpeedMultiplier)→ callssim.tick()N times- Layer order per architecture.md §Layer Order (tiles → buildings → belt items → scrap → ships → beams → overlays → screen-space)
- Scroll via
scrollXTilesfloat, A/D keyboard input, clamped per REQ-GW-SCROLL-LIMIT - Mouse→world conversion:
worldX = mouseX / 20 + scrollXTiles - Beam renderer: keeps
FireEvents for 0.3 s wall time (9 ticks @ 30 Hz), drops if either end entity is gone - Blueprint toasts: keeps
BlueprintDropEvents for configured toast duration
8c. Input → sim commands
- Tile click: select building / select belt tiles (box drag)
- Builder mode: open from build button grid; shows ghost on cursor; click places construction site (REQ-BLD-PLACE); drag-to-place for belts (REQ-BLD-DRAG)
- Demolish mode: click building → demolish (confirm), returns refund (REQ-BLD-DEMOLISH)
- Selected-building panel: recipe picker, clear-belt button (REQ-UI-BELT-CLEAR), splitter filter config, demolish button
- Speed controls: 0 / 0.5× / 1× / 2× / 4× (REQ-UI-SPEED) — bound to spacebar pause + number keys
8d. Header bar + polish
- Resource counters (building blocks, blueprint collection)
- Threat meter
- Wave countdown
- FPS / speed indicator
- Minor polish: hover highlights, keyboard shortcuts, tooltip on build buttons
Files
New: src/ui/ populated — MainWindow.*, GameWorldView.*, HeaderBar.*, BuildButtonGrid.*, SelectedBuildingPanel.*, VisualsConfig.*, VisualsLoader.*, Toast.*, etc.
Modified: src/ui/CMakeLists.txt — flip from INTERFACE library to regular static library; enable AUTOMOC; add Q_OBJECT macros where needed. src/app/main.cpp — construct sim + main window.
Tests
UI code is largely visual; prioritize:
- Visuals loader fail-fast on missing entries
- Simulation + TickDriver integration test: at 1×, 60 render frames produce ~30 sim ticks (approximately — tolerate ±1 for accumulator residue)
- Manual smoke test checklist (in-repo markdown) for builder mode, demolish, recipe change, clear belt, speed toggling
Things to revisit as needed
- Pathfinding for ships: straight-line in v1 is fine given open space; only revisit if enemy defence stations create obstacles
- Belt segment compression (v2): only if v1 per-tile profiling is bad
- Worker thread for sim: only if paint stalls become visible;
drain*APIs already support it - ECS migration for ships: only if component iteration becomes a bottleneck
- Belt curves rendering: derive from consecutive belt tile directions; sim logic is unaffected