87 lines
3.5 KiB
C++
87 lines
3.5 KiB
C++
#pragma once
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#include <map>
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#include <string>
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#include <vector>
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#include "BuildingId.h"
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#include "ItemChipRow.h"
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#include "SelectionContent.h"
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struct Building;
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struct BuildingTarget;
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class ProductionSection;
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class RecipeLineRow;
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class SectionBox;
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// Shared body of the four cards that show one building with buffers -- the Miner and
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// Assembler, the Smelter and Reprocessing Plant, the Shipyard, and the Salvage Bay
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// (REQ-UI-SELECTION-CONTENT). All four show the same header status, recipe summary,
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// buffer contents and production progress; they differ only in what one production cycle
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// costs and how long it takes, which is what the subclass supplies.
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//
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// This is implementation sharing, not a catalog entry: every concrete subclass is one
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// row of the content catalog.
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class BufferedBuildingContent : public SelectionContent
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{
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Q_OBJECT
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protected:
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// What one production cycle of this building consumes, produces, and takes.
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struct CycleInfo
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{
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std::map<std::string, int> perCycleInputs;
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std::map<std::string, int> perCycleOutputs;
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// Items the card lists whether or not they are currently in the buffers, for a
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// building whose recipe is implicit and so has nothing to name while it sits
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// between cycles (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). They carry no
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// per-cycle denominator, since no one recipe is in force.
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std::vector<std::string> handledInputs;
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std::vector<std::string> handledOutputs;
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// False when the building produces nothing at all (the Salvage Bay,
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// REQ-BLD-SALVAGE-BAY) or has no recipe or schematic selected yet: the
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// production section is then not shown (REQ-UI-PRODUCTION-PROGRESS).
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bool runsProduction = false;
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// 0 only when no recipe describes the cycle at all -- an auto-recipe building
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// that has yet to run one (REQ-UI-RECIPE-SUMMARY). The progress line reads
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// "idle" whenever no cycle is actually running, whatever this says.
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double durationSeconds = 0.0;
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};
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BufferedBuildingContent(const SelectionContext& context, BuildingId id,
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QWidget* parent);
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// Called with a construction site's stored configuration too, so the summary of what
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// the building will produce is shown before it is built (REQ-BLD-SITE-CONFIG).
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virtual CycleInfo getCycleInfo(const BuildingTarget& target) const = 0;
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// The subclass's own configuration controls. The identity, the recipe summary, the
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// buffers and the production progress are handled here.
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virtual void refreshControls(const BuildingTarget& /*target*/) {}
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BuildingId getBuildingId() const { return m_id; }
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private:
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void refreshConfiguration() override;
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void refreshRuntime() override;
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std::vector<ItemChipRow::Entry> buildInputEntries(const Building& building,
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const CycleInfo& cycle) const;
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std::vector<ItemChipRow::Entry> buildOutputEntries(const Building& building,
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const CycleInfo& cycle) const;
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BuildingId m_id;
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RecipeLineRow* m_recipeSummary;
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// Input buffers, production progress, output buffer -- in that order, so the card
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// reads the way the materials flow (REQ-UI-SINGLE-SELECTION).
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SectionBox* m_inputSection;
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ItemChipRow* m_inputChips;
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ProductionSection* m_production;
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SectionBox* m_outputSection;
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ItemChipRow* m_outputChips;
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};
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