39 lines
1.8 KiB
C++
39 lines
1.8 KiB
C++
#pragma once
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#include <optional>
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#include <vector>
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#include <QPoint>
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#include "BuildingId.h"
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#include "BuildingType.h"
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#include "FactoryState.h"
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#include "GameConfig.h"
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#include "Rotation.h"
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// Where a building may be placed, and what is already sitting on those tiles.
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// Free functions over the factory state and the config — they read no other
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// system state, so they do not belong to BuildingSystem.
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// True if every body cell lies inside the world: 0 <= y < world.height_tiles and
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// x >= the current asteroid left edge (REQ-BLD-PLACE-VALID). Terrain type is not
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// checked — see isPlacementValid for the full rule.
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bool bodyCellsWithinWorldBounds(const FactoryState& state, const GameConfig& config,
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const std::vector<QPoint>& bodyCells, QPoint anchor);
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// True if the placement satisfies REQ-BLD-PLACE-VALID terrain and world-bounds
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// rules: every ship-dock (S) cell sits in space (x >= 0), every other body (A)
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// cell sits on the asteroid (x < 0 and x >= the left edge), and every cell has
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// 0 <= y < world.height_tiles. There is no right-side bound — space extends
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// rightward. Tile occupancy is NOT checked here.
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bool isPlacementValid(const FactoryState& state, const GameConfig& config,
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BuildingType type, QPoint anchor, Rotation rotation);
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// The building or site that a ghost of the given type/anchor/rotation would
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// rotate in place rather than replace: same type, same body cells, one owner
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// (REQ-BLD-ROTATE-IN-PLACE). Tunnels never qualify.
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std::optional<BuildingId> findRotateInPlaceTarget(const FactoryState& state,
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const GameConfig& config,
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BuildingType type, QPoint anchor,
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Rotation rot);
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