1027 lines
37 KiB
C++
1027 lines
37 KiB
C++
#include "BuildingSystem.h"
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#include <algorithm>
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#include <cassert>
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#include <limits>
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#include <random>
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#include <set>
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#include "FactoryQueries.h"
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#include "PlacementRules.h"
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#include "ProductionRules.h"
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#include "PortGeometry.h"
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#include "StateChecksum.h"
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#include "SurfaceMask.h"
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#include "tracing.h"
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namespace
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{
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// An input belt accepts a new item at progress 0.0 only when it holds fewer than
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// three items and the entry slot is clear (nothing within a quarter tile of 0.0),
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// matching the belt packing used elsewhere (REQ-GW-BELT-CAPACITY).
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bool inputLaneEntryFree(const std::vector<BeltItemSlot>& lane)
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{
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return lane.size() < 3 && (lane.empty() || lane.back().progress >= 0.25);
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}
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} // namespace
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BuildingSystem::BuildingSystem(const GameConfig& config,
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BeltSystem& belts,
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std::function<BuildingId()> allocateBuildingId,
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std::function<void(int)> addBuildingBlocks,
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std::function<void(const std::string&, QVector2D,
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const std::optional<ShipLayoutConfig>&)> spawnShip,
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std::function<bool(const std::string&)> isItemUnlocked,
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std::mt19937& rng)
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: m_config(config)
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, m_belts(belts)
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, m_allocateBuildingId(std::move(allocateBuildingId))
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, m_addBuildingBlocks(std::move(addBuildingBlocks))
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, m_spawnShip(std::move(spawnShip))
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, m_isItemUnlocked(std::move(isItemUnlocked))
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, m_rng(rng)
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{
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}
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// ---------------------------------------------------------------------------
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// Private helpers
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// ---------------------------------------------------------------------------
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std::vector<Item> BuildingSystem::rollReprocessingOutput(const RecipeDef& recipe)
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{
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std::vector<const RecipeOutput*> eligible;
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std::vector<double> weights;
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for (const RecipeOutput& out : recipe.outputs)
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{
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if (!m_isItemUnlocked(out.item)) { continue; }
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eligible.push_back(&out);
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weights.push_back(out.probability.value_or(1.0));
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}
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if (eligible.empty()) { return {}; }
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std::discrete_distribution<int> dist(weights.begin(), weights.end());
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const RecipeOutput& chosen = *eligible[static_cast<std::size_t>(dist(m_rng))];
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std::vector<Item> result;
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Item item;
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item.type.id = chosen.item;
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for (int i = 0; i < chosen.amount; ++i)
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{
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result.push_back(item);
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}
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return result;
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}
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// ---------------------------------------------------------------------------
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// Placement
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// ---------------------------------------------------------------------------
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std::optional<BuildingId> BuildingSystem::place(FactoryState& state, BuildingType type, QPoint anchor,
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Rotation rotation, Tick currentTick)
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{
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const BuildingDef* def = m_config.buildings.findBuildingDef(type);
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assert(def != nullptr);
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const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, rotation);
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// Reject placements that fall outside the world (REQ-BLD-PLACE-VALID).
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if (!bodyCellsWithinWorldBounds(state, m_config, mask.bodyCells, anchor))
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{
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return std::nullopt;
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}
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const BuildingId id = m_allocateBuildingId();
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// Record tile occupancy for body cells.
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for (const QPoint& cell : mask.bodyCells)
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{
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const QPoint absCell = anchor + cell;
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state.grid.occupy(absCell, id);
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}
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// Build construction site.
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ConstructionSite site;
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site.id = id;
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site.anchor = anchor;
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site.footprint = mask.footprint;
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site.rotation = rotation;
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site.type = type;
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for (const QPoint& cell : mask.bodyCells)
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{
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site.bodyCells.push_back(anchor + cell);
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}
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if (state.constructionQueue.empty())
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{
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site.completesAt = currentTick + secondsToTicks(def->constructionTimeSeconds);
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}
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// else: completesAt remains 0 (queued, not yet started).
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state.constructionQueue.push_back(std::move(site));
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return id;
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}
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// ---------------------------------------------------------------------------
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// Deconstruct
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// ---------------------------------------------------------------------------
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int BuildingSystem::deconstruct(FactoryState& state, BuildingId id, Tick currentTick)
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{
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// Construction site? Removed instantly with the full refund; never queued
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// for deconstruction (REQ-BLD-DECONSTRUCT).
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for (std::deque<ConstructionSite>::iterator it = state.constructionQueue.begin();
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it != state.constructionQueue.end();
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++it)
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{
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if (it->id == id)
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{
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const BuildingDef* def = m_config.buildings.findBuildingDef(it->type);
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state.grid.release(it->bodyCells);
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state.constructionQueue.erase(it);
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if (def)
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{
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return def->cost;
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}
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return 0;
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}
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}
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// Operational building? Append it to the deconstruction queue rather than
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// removing it now; the partial refund is credited on completion in
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// tickDeconstruction (REQ-BLD-DECON-QUEUE).
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for (Building& building : state.buildings)
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{
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if (building.id != id) { continue; }
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if (building.queuedForDeconstruction) { return 0; } // already queued
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building.queuedForDeconstruction = true;
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DeconstructionEntry entry;
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entry.id = id;
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// A queued belt/tunnel/splitter stops transporting at once: capture a
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// splitter's filters (so an un-queue can restore them), then unregister
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// its tile, discarding items on it and re-pairing tunnels as if it were
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// gone (REQ-BLD-TUNNEL-PAIR).
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if (building.type == BuildingType::Splitter)
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{
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if (const std::optional<BeltSystem::SplitterInfo> info =
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m_belts.getSplitterInfo(building.anchor))
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{
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entry.splitterFilterA = info->filterA;
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entry.splitterFilterB = info->filterB;
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}
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}
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if (isBeltSubsystemType(building.type))
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{
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m_belts.removeTile(building.anchor);
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}
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const bool wasEmpty = state.deconstructionQueue.empty();
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state.deconstructionQueue.push_back(std::move(entry));
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if (wasEmpty)
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{
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startFrontDeconstruction(state, m_config, currentTick);
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}
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return 0;
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}
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return 0;
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}
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// ---------------------------------------------------------------------------
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// Set recipe
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// ---------------------------------------------------------------------------
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void BuildingSystem::setRecipe(FactoryState& state, BuildingId id, const std::string& recipeId)
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{
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// Construction site: store recipe for when building completes.
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for (ConstructionSite& site : state.constructionQueue)
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{
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if (site.id == id)
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{
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// Auto-recipe buildings have no player-selected recipe
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// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING); ignore any attempt to set one.
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if (isAutoRecipeBuildingType(site.type))
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{
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return;
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}
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// No-op if the recipe is unchanged, so a redundant selection does
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// not wipe an already-configured ship layout.
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if (site.recipeId == recipeId)
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{
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return;
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}
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site.recipeId = recipeId;
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site.shipLayout = std::nullopt;
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return;
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}
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}
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// Operational building: clear buffers and re-init.
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for (Building& building : state.buildings)
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{
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if (building.id == id)
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{
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// Auto-recipe buildings have no player-selected recipe
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// (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING); ignore any attempt to set one.
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if (isAutoRecipeBuildingType(building.type))
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{
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return;
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}
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// No-op if the recipe is unchanged, so a redundant selection does
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// not wipe an already-configured ship layout or reset buffers.
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if (building.recipeId == recipeId)
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{
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return;
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}
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building.recipeId = recipeId;
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building.shipLayout = std::nullopt;
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building.inputBuffer.counts.clear();
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building.inputBuffer.caps.clear();
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building.outputBuffer.items.clear();
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building.outputBuffer.capacity = 0;
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// Emerging items are part of the output buffer, so clearing it on a
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// recipe change discards them too (REQ-MAT-OUTPUT-EMERGE); in-transit
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// input items are discarded and their reservations released
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// (REQ-MAT-INPUT-INTAKE).
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for (std::vector<BeltItemSlot>& lane : building.emergingItems) { lane.clear(); }
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for (std::vector<BeltItemSlot>& lane : building.incomingItems) { lane.clear(); }
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building.production = std::nullopt;
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if (!recipeId.empty())
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{
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if (building.type == BuildingType::Shipyard)
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{
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initShipyardBuffers(m_config, building);
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}
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else
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{
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const RecipeDef* recipe = m_config.recipes.findRecipeDef(recipeId, building.type);
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if (recipe)
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{
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initBuffers(building, *recipe);
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}
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}
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}
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return;
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}
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}
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}
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void BuildingSystem::setShipLayout(FactoryState& state, BuildingId id, const ShipLayoutConfig& layout)
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{
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for (ConstructionSite& site : state.constructionQueue)
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{
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if (site.id == id)
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{
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site.shipLayout = layout;
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return;
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}
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}
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for (Building& building : state.buildings)
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{
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if (building.id == id)
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{
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if (building.production.has_value())
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{
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building.production = std::nullopt;
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}
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building.shipLayout = layout;
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building.inputBuffer.counts.clear();
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building.inputBuffer.caps.clear();
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building.outputBuffer.items.clear();
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building.outputBuffer.capacity = 0;
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for (std::vector<BeltItemSlot>& lane : building.emergingItems) { lane.clear(); }
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for (std::vector<BeltItemSlot>& lane : building.incomingItems) { lane.clear(); }
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if (!building.recipeId.empty() && building.type == BuildingType::Shipyard)
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{
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initShipyardBuffers(m_config, building);
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}
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return;
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}
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}
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}
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void BuildingSystem::setSiteSplitterFilters(FactoryState& state, BuildingId id,
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const std::vector<ItemType>& filterA,
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const std::vector<ItemType>& filterB)
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{
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for (ConstructionSite& site : state.constructionQueue)
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{
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if (site.id == id && site.type == BuildingType::Splitter)
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{
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site.splitterFilterA = filterA;
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site.splitterFilterB = filterB;
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return;
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Tick hooks
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// ---------------------------------------------------------------------------
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void BuildingSystem::cancelDeconstruction(FactoryState& state, BuildingId id)
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{
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for (std::deque<DeconstructionEntry>::iterator it = state.deconstructionQueue.begin();
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it != state.deconstructionQueue.end();
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++it)
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{
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if (it->id != id) { continue; }
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// Resume operation: clear the flag and re-register belt/tunnel/splitter
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// tiles that were unregistered at enqueue (which re-pairs tunnels,
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// REQ-BLD-TUNNEL-PAIR). Deconstruction progress is discarded; no refund.
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if (Building* building = findBuilding(state, id))
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{
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building->queuedForDeconstruction = false;
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reregisterBeltTile(m_belts, m_config, *building, it->splitterFilterA, it->splitterFilterB);
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}
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state.deconstructionQueue.erase(it);
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// If the running front was removed, the new front (completesAt == 0) has
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// its timer started by the next tickDeconstruction guard.
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return;
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}
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}
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void BuildingSystem::tickBeltPull(FactoryState& state)
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{
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TRACE();
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// Same per-tick step as the belts, so items travel inward at belt speed
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// (REQ-GW-BELT-SPEED, REQ-MAT-INPUT-INTAKE).
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const double progressPerTick = m_belts.getProgressPerTick_tpt();
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for (Building& building : state.buildings)
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{
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// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
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if (building.queuedForDeconstruction) { continue; }
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const bool isHq = (building.type == BuildingType::Hq);
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// 1. Advance every input belt and deliver arrivals (progress >= 0.5) into
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// the input buffer — or the global stock for the HQ. Runs for all
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// buildings so in-transit items keep moving even when feeding is gated
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// off, and arrivals become consumable before tickProduction (step 4).
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for (std::size_t i = 0; i < building.incomingItems.size(); ++i)
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{
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std::vector<BeltItemSlot>& lane = building.incomingItems[i];
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advanceBeltSlots(lane, progressPerTick);
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while (!lane.empty() && lane.front().progress >= 0.5)
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{
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const Item arrived = lane.front().item;
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lane.erase(lane.begin());
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if (isHq)
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{
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m_addBuildingBlocks(1);
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}
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else
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{
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building.inputBuffer.counts[arrived.type]++;
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}
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}
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}
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// 2. Feed accepted items from adjacent belts onto the input belts at
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// progress 0.0. The acceptance rules — the HQ building-block case, the
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// required-input check, and the reservation — live in canAcceptInput so
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// direct coupling (REQ-MAT-DIRECT-COUPLE) shares them exactly.
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for (std::size_t i = 0; i < building.inputPorts.size(); ++i)
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{
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const std::optional<ItemType> peeked = m_belts.peekItem(building.inputPorts[i]);
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if (!peeked) { continue; }
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if (!canAcceptInput(building, i, *peeked)) { continue; }
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const std::optional<Item> taken = m_belts.tryTakeItem(building.inputPorts[i]);
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if (taken)
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{
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depositToInputBelt(building, i, *taken);
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}
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}
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}
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}
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bool BuildingSystem::canAcceptInput(const Building& consumer,
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std::size_t inputPortIndex,
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const ItemType& type) const
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{
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if (inputPortIndex >= consumer.incomingItems.size()) { return false; }
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if (!inputLaneEntryFree(consumer.incomingItems[inputPortIndex])) { return false; }
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// The HQ has no input buffer; it accepts building blocks into the global stock
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// (REQ-HQ-BELT-INPUT) with no reservation.
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if (consumer.type == BuildingType::Hq)
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{
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return type.id == "building_block";
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}
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// Everyone else: the item must be a required input whose reservation-aware
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// buffer has room — buffered + in-transit below the cap (REQ-MAT-INPUT-INTAKE).
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const std::map<ItemType, int>::const_iterator capIt =
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consumer.inputBuffer.caps.find(type);
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if (capIt == consumer.inputBuffer.caps.end() || capIt->second == 0)
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{
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return false;
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}
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return consumer.pendingInputCount(type) < capIt->second;
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}
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void BuildingSystem::depositToInputBelt(Building& consumer,
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std::size_t inputPortIndex,
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const Item& item)
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{
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consumer.incomingItems[inputPortIndex].push_back(BeltItemSlot{item, 0.0});
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}
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bool BuildingSystem::tryDirectCoupleDeposit(FactoryState& state, BuildingId producerId,
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const Port& outputPort,
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const Item& item)
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{
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const std::optional<BuildingId> ownerId = state.grid.findOwner(outputPort.tile);
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if (!ownerId.has_value() || *ownerId == producerId)
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{
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return false;
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}
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Building* consumer = findBuilding(state, *ownerId);
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if (!consumer)
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{
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return false; // an unbuilt construction site, or not an operational building
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}
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if (consumer->queuedForDeconstruction)
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{
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return false; // queued for deconstruction: stopped operating (REQ-BLD-DECON-QUEUE)
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}
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// The coupling is the consumer input port meeting this output port: same flow
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// direction, feeding the producer's output-port tile (REQ-MAT-DIRECT-COUPLE).
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for (std::size_t j = 0; j < consumer->inputPorts.size(); ++j)
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{
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const Port& in = consumer->inputPorts[j];
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if (in.direction != outputPort.direction) { continue; }
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if (inputBodyTile(in.tile, in.direction) != outputPort.tile) { continue; }
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if (!canAcceptInput(*consumer, j, item.type)) { return false; }
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depositToInputBelt(*consumer, j, item);
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return true;
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}
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return false;
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}
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void BuildingSystem::tickProduction(FactoryState& state, Tick currentTick)
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{
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TRACE();
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for (Building& building : state.buildings)
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{
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// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
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if (building.queuedForDeconstruction) { continue; }
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// Skip types without a recipe-based production loop.
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if (building.type == BuildingType::Belt ||
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building.type == BuildingType::Splitter ||
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building.type == BuildingType::Shipyard ||
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building.type == BuildingType::SalvageBay ||
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building.type == BuildingType::Hq)
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{
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continue;
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}
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const bool autoRecipe = isAutoRecipeBuildingType(building.type);
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if (!autoRecipe && building.recipeId.empty())
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{
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continue;
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}
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// If a production cycle is active, check for completion. Completion only
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// needs the already-decided outputs, so it does not depend on which
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// recipe is selected or auto-chosen.
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if (building.production)
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{
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if (currentTick >= building.production->completesAt)
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{
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for (const Item& item : building.production->chosenOutputs)
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{
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building.outputBuffer.items.push_back(item);
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}
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building.production = std::nullopt;
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}
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// Whether we just completed or are still running, do not start
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// another cycle in the same tick.
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continue;
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}
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// Idle: gather the candidate recipes to try. Auto-recipe buildings
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// (Smelter, Reprocessing Plant) have no selected recipe and try every
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// recipe of their type in config order, running the first whose inputs
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// are satisfied (REQ-BLD-SMELTER, REQ-BLD-REPROCESSING). Other buildings
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// try only their selected recipe.
|
|
const std::vector<const RecipeDef*> candidates =
|
|
gatherCandidateRecipes(m_config, building);
|
|
|
|
for (const RecipeDef* recipe : candidates)
|
|
{
|
|
// 1. All required inputs present?
|
|
if (!recipeInputsAvailable(building, *recipe))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// 2. Determine chosen outputs (roll for reprocessing).
|
|
std::vector<Item> chosen;
|
|
if (building.type == BuildingType::ReprocessingPlant)
|
|
{
|
|
chosen = rollReprocessingOutput(*recipe);
|
|
if (chosen.empty()) { continue; }
|
|
}
|
|
else
|
|
{
|
|
for (const RecipeOutput& out : recipe->outputs)
|
|
{
|
|
Item item;
|
|
item.type.id = out.item;
|
|
for (int i = 0; i < out.amount; ++i)
|
|
{
|
|
chosen.push_back(item);
|
|
}
|
|
}
|
|
}
|
|
|
|
// 3. Output buffer has space for chosen outputs? Emerging items still
|
|
// count against the buffer (REQ-MAT-OUTPUT-EMERGE).
|
|
const int newSize = building.getOutputItemCount()
|
|
+ static_cast<int>(chosen.size());
|
|
if (newSize > building.outputBuffer.capacity)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// 4. Consume inputs and start cycle.
|
|
for (const RecipeIngredient& ing : recipe->inputs)
|
|
{
|
|
building.inputBuffer.counts[ItemType{ing.item}] -= ing.amount;
|
|
}
|
|
|
|
Production prod;
|
|
prod.recipeId = recipe->id;
|
|
prod.completesAt = currentTick + secondsToTicks(recipe->durationSeconds);
|
|
prod.chosenOutputs = std::move(chosen);
|
|
building.production = std::move(prod);
|
|
break; // At most one cycle starts per tick.
|
|
}
|
|
}
|
|
}
|
|
|
|
void BuildingSystem::tickShipyardProduction(FactoryState& state, Tick currentTick)
|
|
{
|
|
TRACE();
|
|
for (Building& building : state.buildings)
|
|
{
|
|
// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
|
|
if (building.queuedForDeconstruction) { continue; }
|
|
|
|
if (building.type != BuildingType::Shipyard)
|
|
{
|
|
continue;
|
|
}
|
|
if (building.recipeId.empty())
|
|
{
|
|
continue;
|
|
}
|
|
const ShipDef* shipDef = m_config.ships.findShipDef(building.recipeId);
|
|
if (!shipDef)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If a cycle is in progress, check for completion.
|
|
if (building.production)
|
|
{
|
|
if (currentTick >= building.production->completesAt)
|
|
{
|
|
if (!building.outputPorts.empty())
|
|
{
|
|
const Port& p = building.outputPorts[0];
|
|
const QVector2D spawnPos(p.tile.x() + 0.5f, p.tile.y() + 0.5f);
|
|
// A shipyard builds exactly what the player configured and
|
|
// paid for. When no layout is set it produces a bare hull, so
|
|
// pass an explicit empty layout rather than nullopt: the latter
|
|
// would make ShipSystem fall back to the schematic's
|
|
// defaultModules (a wave-only loadout) and yield free weapons.
|
|
const std::optional<ShipLayoutConfig> layout =
|
|
building.shipLayout.has_value()
|
|
? building.shipLayout
|
|
: std::make_optional<ShipLayoutConfig>();
|
|
m_spawnShip(building.recipeId, spawnPos, layout);
|
|
}
|
|
building.production = std::nullopt;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// Build combined materials list (base + modules).
|
|
const std::map<std::string, int> requiredMaterials =
|
|
computeShipyardRequiredMaterials(m_config, building);
|
|
|
|
// Idle: check if all combined materials are available.
|
|
bool inputsOk = true;
|
|
for (const std::pair<const std::string, int>& req : requiredMaterials)
|
|
{
|
|
const ItemType type{req.first};
|
|
const std::map<ItemType, int>::const_iterator it =
|
|
building.inputBuffer.counts.find(type);
|
|
const int have = (it != building.inputBuffer.counts.end()) ? it->second : 0;
|
|
if (have < req.second)
|
|
{
|
|
inputsOk = false;
|
|
break;
|
|
}
|
|
}
|
|
if (!inputsOk)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// Consume combined materials and start the production cycle.
|
|
for (const std::pair<const std::string, int>& req : requiredMaterials)
|
|
{
|
|
building.inputBuffer.counts[ItemType{req.first}] -= req.second;
|
|
}
|
|
|
|
double totalTime = shipDef->schematic.productionTimeSeconds;
|
|
if (building.shipLayout.has_value())
|
|
{
|
|
for (const PlacedModule& pm : building.shipLayout->placedModules)
|
|
{
|
|
const ModuleDef* modDef = m_config.modules.findModuleDef(pm.moduleId);
|
|
if (modDef)
|
|
{
|
|
totalTime += modDef->productionTimeSeconds;
|
|
}
|
|
}
|
|
}
|
|
|
|
Production prod;
|
|
prod.recipeId = building.recipeId;
|
|
prod.completesAt = currentTick + secondsToTicks(totalTime);
|
|
building.production = std::move(prod);
|
|
}
|
|
}
|
|
|
|
void BuildingSystem::tickOutputBelts(FactoryState& state)
|
|
{
|
|
TRACE();
|
|
// Use BeltSystem's own per-tick step so emerging items travel at exactly the
|
|
// same speed as real belts (REQ-GW-BELT-SPEED, REQ-MAT-OUTPUT-EMERGE).
|
|
const double progressPerTick = m_belts.getProgressPerTick_tpt();
|
|
|
|
for (Building& building : state.buildings)
|
|
{
|
|
// A building queued for deconstruction stops operating (REQ-BLD-DECON-QUEUE).
|
|
if (building.queuedForDeconstruction) { continue; }
|
|
|
|
for (std::size_t p = 0; p < building.outputPorts.size(); ++p)
|
|
{
|
|
const Port& port = building.outputPorts[p];
|
|
std::vector<BeltItemSlot>& lane = building.emergingItems[p];
|
|
|
|
// 1. Advance emerging items using the shared belt packing (progress
|
|
// caps to 0.5 / 0.75 / 1.0 for up to three items).
|
|
advanceBeltSlots(lane, progressPerTick);
|
|
|
|
// 2. Hand the front item off once it reaches the output edge (progress
|
|
// 1.0): onto the adjacent real belt, or — if a building's input edge
|
|
// meets this port — straight into that building (REQ-MAT-DIRECT-COUPLE).
|
|
// On refusal (no belt/coupling, output-edge per REQ-MAT-ACCEPT-DIR, or
|
|
// a full target) it stays stuck at 1.0.
|
|
if (!lane.empty() && lane.front().progress >= 1.0)
|
|
{
|
|
const Item item = lane.front().item;
|
|
if (m_belts.tryPutItem(port.tile, item, port.direction)
|
|
|| tryDirectCoupleDeposit(state, building.id, port, item))
|
|
{
|
|
lane.erase(lane.begin());
|
|
}
|
|
}
|
|
|
|
// 3. Feed the next buffered item onto the lane at progress 0.5 when the
|
|
// entry slot is free — the lane holds at most three items and a new
|
|
// one needs a quarter-tile clearance ahead of 0.5.
|
|
if (!building.outputBuffer.items.empty()
|
|
&& lane.size() < 3
|
|
&& (lane.empty() || lane.back().progress >= 0.75))
|
|
{
|
|
lane.push_back(BeltItemSlot{building.outputBuffer.items.front(), 0.5});
|
|
building.outputBuffer.items.erase(building.outputBuffer.items.begin());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BuildingSystem::forEachEmergingItem(const FactoryState& state,
|
|
const std::function<void(const ItemType&, QPointF)>& visit) const
|
|
{
|
|
for (const Building& building : state.buildings)
|
|
{
|
|
for (std::size_t p = 0; p < building.outputPorts.size(); ++p)
|
|
{
|
|
const Port& port = building.outputPorts[p];
|
|
const QPoint bodyTile = outputBodyTile(port.tile, port.direction);
|
|
const std::vector<BeltItemSlot>& lane = building.emergingItems[p];
|
|
|
|
// Render least-progressed first (bottom) → most-progressed last (top),
|
|
// matching belt item ordering (REQ-GW-TILE-SIZE).
|
|
for (int i = static_cast<int>(lane.size()) - 1; i >= 0; --i)
|
|
{
|
|
visit(lane[i].item.type,
|
|
beltSlotWorldPos(bodyTile, port.direction, lane[i].progress));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void BuildingSystem::forEachIncomingItem(const FactoryState& state,
|
|
const std::function<void(const ItemType&, QPointF)>& visit) const
|
|
{
|
|
for (const Building& building : state.buildings)
|
|
{
|
|
for (std::size_t p = 0; p < building.inputPorts.size(); ++p)
|
|
{
|
|
const Port& port = building.inputPorts[p];
|
|
const QPoint bodyTile = inputBodyTile(port.tile, port.direction);
|
|
const std::vector<BeltItemSlot>& lane = building.incomingItems[p];
|
|
|
|
// Render least-progressed first (bottom) → most-progressed last (top),
|
|
// matching belt item ordering (REQ-GW-TILE-SIZE).
|
|
for (int i = static_cast<int>(lane.size()) - 1; i >= 0; --i)
|
|
{
|
|
visit(lane[i].item.type,
|
|
beltSlotWorldPos(bodyTile, port.direction, lane[i].progress));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Queries
|
|
// ---------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void BuildingSystem::rotateInPlace(FactoryState& state, BuildingId id, Rotation newRotation)
|
|
{
|
|
// Construction site path — just update rotation; no ports to recompute.
|
|
for (ConstructionSite& site : state.constructionQueue)
|
|
{
|
|
if (site.id == id)
|
|
{
|
|
site.rotation = newRotation;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Operational building path.
|
|
for (Building& b : state.buildings)
|
|
{
|
|
if (b.id != id) { continue; }
|
|
|
|
b.rotation = newRotation;
|
|
|
|
const BuildingDef* def = m_config.buildings.findBuildingDef(b.type);
|
|
if (!def) { return; }
|
|
const ParsedSurfaceMask mask = parseSurfaceMask(def->surfaceMask, newRotation);
|
|
|
|
b.outputPorts.clear();
|
|
for (const Port& port : mask.outputPorts)
|
|
{
|
|
Port absPort;
|
|
absPort.tile = b.anchor + port.tile;
|
|
absPort.direction = port.direction;
|
|
b.outputPorts.push_back(absPort);
|
|
}
|
|
// The output ports moved; discard any in-flight emerging items and re-size
|
|
// the lanes to the new port set (REQ-MAT-OUTPUT-EMERGE).
|
|
b.emergingItems.clear();
|
|
b.emergingItems.resize(b.outputPorts.size());
|
|
b.inputPorts = computeInputPorts(b.bodyCells, b.outputPorts);
|
|
// Likewise discard in-transit input items and re-size the input belts to
|
|
// the new port set (REQ-MAT-INPUT-INTAKE).
|
|
b.incomingItems.assign(b.inputPorts.size(), {});
|
|
|
|
// Re-register with BeltSystem (items on tile are discarded). A splitter's
|
|
// filters live in BeltSystem and would be lost by removeTile, so capture
|
|
// them first and hand them back to reregisterBeltTile (REQ-BLD-SPLITTER).
|
|
if (isBeltSubsystemType(b.type))
|
|
{
|
|
std::vector<ItemType> splitterFilterA;
|
|
std::vector<ItemType> splitterFilterB;
|
|
if (b.type == BuildingType::Splitter)
|
|
{
|
|
if (const std::optional<BeltSystem::SplitterInfo> info =
|
|
m_belts.getSplitterInfo(b.anchor))
|
|
{
|
|
splitterFilterA = info->filterA;
|
|
splitterFilterB = info->filterB;
|
|
}
|
|
}
|
|
|
|
m_belts.removeTile(b.anchor);
|
|
reregisterBeltTile(m_belts, m_config, b, splitterFilterA, splitterFilterB);
|
|
}
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
BuildingId BuildingSystem::placeImmediate(FactoryState& state, BuildingType type,
|
|
const std::vector<std::string>& surfaceMask,
|
|
QPoint anchor, Rotation rotation)
|
|
{
|
|
const BuildingId id = m_allocateBuildingId();
|
|
const ParsedSurfaceMask mask = parseSurfaceMask(surfaceMask, rotation);
|
|
|
|
Building building;
|
|
building.id = id;
|
|
building.anchor = anchor;
|
|
building.footprint = mask.footprint;
|
|
building.rotation = rotation;
|
|
building.type = type;
|
|
|
|
for (const QPoint& cell : mask.bodyCells)
|
|
{
|
|
const QPoint absCell = anchor + cell;
|
|
building.bodyCells.push_back(absCell);
|
|
state.grid.occupy(absCell, id);
|
|
}
|
|
for (const Port& port : mask.outputPorts)
|
|
{
|
|
Port absPort;
|
|
absPort.tile = anchor + port.tile;
|
|
absPort.direction = port.direction;
|
|
building.outputPorts.push_back(absPort);
|
|
}
|
|
building.emergingItems.resize(building.outputPorts.size());
|
|
building.inputPorts = computeInputPorts(building.bodyCells, building.outputPorts);
|
|
building.incomingItems.assign(building.inputPorts.size(), {});
|
|
|
|
if (type == BuildingType::SalvageBay)
|
|
{
|
|
initSalvageBayBuffer(m_config, building);
|
|
}
|
|
|
|
state.buildings.push_back(std::move(building));
|
|
return id;
|
|
}
|
|
|
|
bool BuildingSystem::removeBuilding(FactoryState& state, BuildingId id)
|
|
{
|
|
for (std::vector<Building>::iterator it = state.buildings.begin();
|
|
it != state.buildings.end();
|
|
++it)
|
|
{
|
|
if (it->id == id)
|
|
{
|
|
if (it->type == BuildingType::Belt || it->type == BuildingType::Splitter
|
|
|| it->type == BuildingType::TunnelEntry || it->type == BuildingType::TunnelExit)
|
|
{
|
|
m_belts.removeTile(it->anchor);
|
|
}
|
|
state.grid.release(it->bodyCells);
|
|
state.buildings.erase(it);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void BuildingSystem::forEachBuilding(FactoryState& state, std::function<void(Building&)> fn)
|
|
{
|
|
for (Building& b : state.buildings)
|
|
{
|
|
fn(b);
|
|
}
|
|
}
|
|
|
|
void BuildingSystem::registerTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells,
|
|
BuildingId ownerPlaceholder)
|
|
{
|
|
state.grid.occupy(cells, ownerPlaceholder);
|
|
}
|
|
|
|
void BuildingSystem::unregisterTileOccupancy(FactoryState& state, const std::vector<QPoint>& cells)
|
|
{
|
|
state.grid.release(cells);
|
|
}
|
|
|
|
namespace
|
|
{
|
|
void appendItems(Hasher& hasher, const std::vector<Item>& items)
|
|
{
|
|
hasher.append(items.size());
|
|
for (const Item& item : items)
|
|
{
|
|
hasher.append(item.type.id);
|
|
}
|
|
}
|
|
|
|
void appendInputBuffer(Hasher& hasher, const InputBuffer& buffer)
|
|
{
|
|
// std::map<ItemType, int> iterates in sorted-id order (ItemType::operator<).
|
|
hasher.append(buffer.counts.size());
|
|
for (const std::pair<const ItemType, int>& entry : buffer.counts)
|
|
{
|
|
hasher.append(entry.first.id);
|
|
hasher.append(entry.second);
|
|
}
|
|
hasher.append(buffer.caps.size());
|
|
for (const std::pair<const ItemType, int>& entry : buffer.caps)
|
|
{
|
|
hasher.append(entry.first.id);
|
|
hasher.append(entry.second);
|
|
}
|
|
}
|
|
} // namespace
|
|
|
|
void BuildingSystem::appendChecksum(const FactoryState& state, Hasher& hasher) const
|
|
{
|
|
// state.buildings keeps a stable, deterministic order (append on build, swap-free
|
|
// erase aside — both runs perform identical operations, so order matches).
|
|
hasher.append(state.buildings.size());
|
|
for (const Building& b : state.buildings)
|
|
{
|
|
hasher.append(b.id);
|
|
hasher.append(b.anchor);
|
|
hasher.append(b.footprint.width());
|
|
hasher.append(b.footprint.height());
|
|
hasher.append(b.rotation);
|
|
hasher.append(b.type);
|
|
hasher.append(b.recipeId);
|
|
appendInputBuffer(hasher, b.inputBuffer);
|
|
appendItems(hasher, b.outputBuffer.items);
|
|
hasher.append(b.outputBuffer.capacity);
|
|
hasher.append(b.emergingItems.size());
|
|
for (const std::vector<BeltItemSlot>& lane : b.emergingItems)
|
|
{
|
|
hasher.append(lane.size());
|
|
for (const BeltItemSlot& slot : lane)
|
|
{
|
|
hasher.append(slot.item.type.id);
|
|
hasher.append(slot.progress);
|
|
}
|
|
}
|
|
hasher.append(b.incomingItems.size());
|
|
for (const std::vector<BeltItemSlot>& lane : b.incomingItems)
|
|
{
|
|
hasher.append(lane.size());
|
|
for (const BeltItemSlot& slot : lane)
|
|
{
|
|
hasher.append(slot.item.type.id);
|
|
hasher.append(slot.progress);
|
|
}
|
|
}
|
|
hasher.append(b.production.has_value());
|
|
if (b.production.has_value())
|
|
{
|
|
hasher.append(b.production->recipeId);
|
|
hasher.append(b.production->completesAt);
|
|
appendItems(hasher, b.production->chosenOutputs);
|
|
}
|
|
hasher.append(b.shipLayout.has_value());
|
|
hasher.append(b.queuedForDeconstruction);
|
|
}
|
|
|
|
hasher.append(state.constructionQueue.size());
|
|
for (const ConstructionSite& s : state.constructionQueue)
|
|
{
|
|
hasher.append(s.id);
|
|
hasher.append(s.anchor);
|
|
hasher.append(s.footprint.width());
|
|
hasher.append(s.footprint.height());
|
|
hasher.append(s.rotation);
|
|
hasher.append(s.type);
|
|
hasher.append(s.recipeId);
|
|
hasher.append(s.completesAt);
|
|
hasher.append(s.shipLayout.has_value());
|
|
hasher.append(s.splitterFilterA.size());
|
|
for (const ItemType& type : s.splitterFilterA) { hasher.append(type.id); }
|
|
hasher.append(s.splitterFilterB.size());
|
|
for (const ItemType& type : s.splitterFilterB) { hasher.append(type.id); }
|
|
}
|
|
|
|
hasher.append(state.deconstructionQueue.size());
|
|
for (const DeconstructionEntry& e : state.deconstructionQueue)
|
|
{
|
|
hasher.append(e.id);
|
|
hasher.append(e.completesAt);
|
|
hasher.append(e.splitterFilterA.size());
|
|
for (const ItemType& type : e.splitterFilterA) { hasher.append(type.id); }
|
|
hasher.append(e.splitterFilterB.size());
|
|
for (const ItemType& type : e.splitterFilterB) { hasher.append(type.id); }
|
|
}
|
|
|
|
state.grid.appendChecksum(hasher);
|
|
}
|