switch to using own event system
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@@ -136,7 +136,7 @@ void Simulation::reset(unsigned int seed)
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m_playerStation2Entity = entt::null;
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m_currentEnemyStationEntities[0] = entt::null;
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m_currentEnemyStationEntities[1] = entt::null;
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m_fireEvents.clear();
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m_weaponFiredEvents.clear();
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m_pendingSchematicChoices.clear();
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m_admin.clear();
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@@ -246,7 +246,7 @@ void Simulation::tick()
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// Step 8: combat resolution
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m_combatSystem->tick(m_currentTick, m_admin,
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*m_buildingSystem, m_fireEvents);
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*m_buildingSystem, m_weaponFiredEvents);
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// Step 8b: deferred damage whose impact tick has arrived
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m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
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@@ -745,10 +745,10 @@ bool Simulation::isItemUnlocked(const std::string& itemId) const
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// Drains
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// ---------------------------------------------------------------------------
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std::vector<FireEvent> Simulation::drainFireEvents()
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std::vector<WeaponFiredEvent> Simulation::drainWeaponFiredEvents()
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{
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std::vector<FireEvent> result;
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result.swap(m_fireEvents);
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std::vector<WeaponFiredEvent> result;
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result.swap(m_weaponFiredEvents);
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return result;
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}
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@@ -16,7 +16,7 @@
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#include "BuildingType.h"
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#include "BuildingId.h"
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#include "EventHandler.h"
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#include "FireEvent.h"
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#include "WeaponFiredEvent.h"
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#include "GameConfig.h"
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#include "Rotation.h"
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#include "Tick.h"
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@@ -50,7 +50,7 @@ public:
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// Returns all fire events accumulated since the last drain, clearing the
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// internal queue. Call once per rendered frame (REQ-SHP-FIRING-BEAM).
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std::vector<FireEvent> drainFireEvents();
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std::vector<WeaponFiredEvent> drainWeaponFiredEvents();
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// Returns the pending schematic choices (empty if no drop is pending).
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const std::vector<SchematicChoiceOption>& getPendingSchematicChoices() const;
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@@ -165,6 +165,6 @@ private:
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std::unique_ptr<WaveSystem> m_waveSystem;
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std::unique_ptr<CombatSystem> m_combatSystem;
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std::vector<FireEvent> m_fireEvents;
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std::vector<WeaponFiredEvent> m_weaponFiredEvents;
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std::vector<SchematicChoiceOption> m_pendingSchematicChoices;
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};
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