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dota_factory/src/lib/sim/BeltSystem.h

182 lines
6.2 KiB
C++

#pragma once
#include <functional>
#include <map>
#include <optional>
#include <utility>
#include <vector>
#include <QPoint>
#include <QPointF>
#include <QRect>
#include "Item.h"
#include "ItemType.h"
#include "Port.h"
#include "Rotation.h"
// Carries item type and fractional world position for the renderer.
// worldPos is in tile units (1 tile = 1.0 unit); origin matches tile coords.
struct VisualItem
{
ItemType type;
QPointF worldPos;
};
// Isolated belt-and-splitter transport layer. See architecture.md §Belt Subsystem.
//
// Buildings interact only through tryPutItem / tryTakeItem.
// Rendering reads only through forEachVisualItem.
// No other system inspects tile contents.
class BeltSystem
{
public:
explicit BeltSystem(double beltSpeedTilesPerSecond);
// -- Placement -----------------------------------------------------------
// Register a new belt tile. Any items already on this tile are cleared.
void placeBelt(QPoint tile, Rotation direction);
// Register a new tunnel entry tile.
void placeTunnelEntry(QPoint tile, Rotation direction, int maxDistance);
// Register a new tunnel exit tile.
void placeTunnelExit(QPoint tile, Rotation direction);
// Register a new splitter tile. outputA and outputB are the two exit
// directions (e.g. West and East for a default-rotation splitter).
// Items entering from any adjacent belt whose direction points into this
// tile are held and routed to one of the two outputs.
void placeSplitter(QPoint tile, Rotation outputA, Rotation outputB);
// Remove a belt or splitter tile (on demolish). Items are discarded.
void removeTile(QPoint tile);
// -- Splitter filter configuration (REQ-BLD-SPLITTER) -------------------
// filterA / filterB: empty means "accept all".
void setSplitterFilters(QPoint tile,
const std::vector<ItemType>& filterA,
const std::vector<ItemType>& filterB);
struct SplitterInfo
{
Rotation outputA;
Rotation outputB;
std::vector<ItemType> filterA;
std::vector<ItemType> filterB;
};
std::optional<SplitterInfo> getSplitterInfo(QPoint tile) const;
// -- Port interface (buildings <-> belts) --------------------------------
// port.tile = the belt tile adjacent to the building
// port.direction = direction items flow on that tile
//
// tryPutItem: place item onto tile.
// Returns false if the tile is not a belt/splitter, or tile full.
// fromDir: travel direction of the item (used for splitter animation).
bool tryPutItem(QPoint tile, Item item, Rotation fromDir = Rotation::West);
// tryTakeItem: remove and return the leading item from port.tile.
// Returns nullopt if tile is not a belt, direction mismatches, or tile empty.
std::optional<Item> tryTakeItem(Port port);
// peekItem: return the type of the leading item without removing it.
// Returns nullopt if tile is not a belt, direction mismatches, or tile empty.
std::optional<ItemType> peekItem(Port port) const;
// -- Maintenance ---------------------------------------------------------
void clearTiles(const std::vector<QPoint>& tiles); // REQ-UI-BELT-CLEAR
void tick();
// -- Rendering -----------------------------------------------------------
void forEachVisualItem(QRect viewportTiles,
std::function<void(VisualItem)> visit) const;
private:
void advanceProgress();
void advanceTunnelProgress();
void moveItemsToNextTile();
void moveTunnelItems();
void routeSplitterItems();
// Place item into back slot of an existing belt tile at progress 0.
// Returns false if tile is not a belt or is full.
bool tryPlaceOnBelt(QPoint tile, Item item);
// Push an item to any tile type (belt, splitter, tunnel entry, tunnel exit).
bool tryPushToTile(QPoint dest, Item item, Rotation fromDir);
void reevaluateTunnelPairing();
static std::pair<int, int> key(QPoint tile);
static QPoint adjacentTile(QPoint tile, Rotation dir);
// Returns the world-space centre of a slot given tile origin and progress.
static QPointF slotWorldPos(QPoint tile, Rotation dir, double progress);
struct BeltItemSlot
{
Item item;
double progress; // [0.0, 1.0]: 0 = just entered, 1 = at output edge
};
struct BeltTile
{
Rotation direction;
// front (highest progress) at index 0; back (just entered) at end. Max 4.
std::vector<BeltItemSlot> itemSlots;
};
struct SplitterTile
{
Rotation outputA;
Rotation outputB;
std::vector<ItemType> filterA; // empty = accept all
std::vector<ItemType> filterB;
bool nextOutputIsA; // alternation state
// Unassigned items: [0] = routing candidate (higher progress, caps at 0.5). Max 2.
std::vector<BeltItemSlot> back;
std::vector<Rotation> backDir; // feeding belt direction, parallel to back
std::optional<BeltItemSlot> frontA; // progress [0, 1]; routed to outputA
std::optional<BeltItemSlot> frontB; // progress [0, 1]; routed to outputB
};
struct TunnelEntryTile
{
Rotation direction;
int maxDistance;
// front (highest progress) at index 0; back at end. Max 4.
std::vector<BeltItemSlot> itemSlots;
};
struct TunnelExitTile
{
Rotation direction;
// front (highest progress) at index 0; back at end. Max 4.
std::vector<BeltItemSlot> itemSlots;
};
struct TunnelTransitItem
{
Item item;
double progress;
};
struct TunnelLink
{
QPoint entryTile;
QPoint exitTile;
double length;
std::vector<TunnelTransitItem> items; // front (highest progress) to back
};
double m_progressPerTick; // beltSpeedTilesPerSecond / kTickRateHz
std::map<std::pair<int, int>, BeltTile> m_belts;
std::map<std::pair<int, int>, SplitterTile> m_splitters;
std::map<std::pair<int, int>, TunnelEntryTile> m_tunnelEntries;
std::map<std::pair<int, int>, TunnelExitTile> m_tunnelExits;
std::vector<TunnelLink> m_tunnelLinks;
};