switch to using own event system

This commit is contained in:
2026-06-13 17:42:16 +02:00
parent ed17664ef1
commit 5317f35198
49 changed files with 611 additions and 300 deletions

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@@ -259,9 +259,9 @@ void ArenaSimulation::tick()
m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem);
// Combat resolution (tick step 8).
std::vector<FireEvent> fireEvents;
m_combatSystem->tick(m_currentTick, m_admin, *m_buildingSystem, fireEvents);
m_fireEvents.insert(m_fireEvents.end(), fireEvents.begin(), fireEvents.end());
std::vector<WeaponFiredEvent> weaponFiredEvents;
m_combatSystem->tick(m_currentTick, m_admin, *m_buildingSystem, weaponFiredEvents);
m_weaponFiredEvents.insert(m_weaponFiredEvents.end(), weaponFiredEvents.begin(), weaponFiredEvents.end());
m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
// Deaths (tick step 9, simplified).
@@ -393,10 +393,10 @@ void ArenaSimulation::tickOnce()
}
}
std::vector<FireEvent> ArenaSimulation::drainFireEvents()
std::vector<WeaponFiredEvent> ArenaSimulation::drainWeaponFiredEvents()
{
std::vector<FireEvent> result;
result.swap(m_fireEvents);
std::vector<WeaponFiredEvent> result;
result.swap(m_weaponFiredEvents);
return result;
}