move ecs related code to own folder

This commit is contained in:
2026-05-25 08:46:58 +02:00
parent 8ad7530740
commit 25ff3c56c5
54 changed files with 877 additions and 680 deletions

View File

@@ -4,12 +4,12 @@
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "ConfigLoader.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "FactionComponent.h"
#include "GameConfig.h"
#include "ItemType.h"
#include "Rotation.h"
#include "Ship.h"
#include "ShipIdentityComponent.h"
#include "ShipSystem.h"
#include "Simulation.h"
#include "Tick.h"
@@ -55,8 +55,8 @@ static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
static int countShips(Simulation& sim)
{
int n = 0;
sim.admin().forEach<ShipIdentity>(
[&n](entt::entity /*e*/, const ShipIdentity& /*si*/) { ++n; });
sim.admin().forEach<ShipIdentityComponent>(
[&n](entt::entity /*e*/, const ShipIdentityComponent& /*si*/) { ++n; });
return n;
}
@@ -114,8 +114,8 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
REQUIRE(countShips(sim) == shipsBefore + 1);
bool foundPlayerShip = false;
sim.admin().forEach<ShipIdentity, Faction>(
[&](entt::entity /*e*/, const ShipIdentity& si, const Faction& f)
sim.admin().forEach<ShipIdentityComponent, FactionComponent>(
[&](entt::entity /*e*/, const ShipIdentityComponent& si, const FactionComponent& f)
{
if (!f.isEnemy && si.schematicId == def->id)
{