drop the dead payloads from the state-change events
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@@ -2,10 +2,9 @@
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#include "Event.h"
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// Fired when the collected artifact count changes. Carries no payload —
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// subscribers re-read Simulation::getArtifactCount(), and the win count from
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// world.artifacts.artifactWinCount.
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class ArtifactCountChangedEvent : public Event
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{
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public:
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ArtifactCountChangedEvent(int count, int winCount) : count(count), winCount(winCount) {}
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const int count;
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const int winCount;
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};
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@@ -2,16 +2,11 @@
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#define BOSS_WAVE_UPDATED_EVENT_H
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#include "Event.h"
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#include "Tick.h"
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// Fired when the boss wave counter or its countdown changes. Carries no payload —
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// subscribers re-read Simulation::getBossWaveCounter() and getBossCountdownTicks().
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class BossWaveUpdatedEvent : public Event
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{
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public:
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BossWaveUpdatedEvent(int counter, Tick countdownTicks)
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: counter(counter), countdownTicks(countdownTicks) {}
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const int counter;
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const Tick countdownTicks;
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};
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#endif // BOSS_WAVE_UPDATED_EVENT_H
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@@ -3,12 +3,10 @@
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#include "Event.h"
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// Fired when the building block stock changes. Carries no payload — subscribers
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// re-read Simulation::getBuildingBlocksStock().
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class BuildingBlocksChangedEvent : public Event
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{
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public:
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explicit BuildingBlocksChangedEvent(int blocks) : blocks(blocks) {}
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const int blocks;
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};
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#endif // BUILDING_BLOCKS_CHANGED_EVENT_H
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@@ -4,14 +4,11 @@
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#include "Event.h"
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// Fired when the current asteroid-expansion cost changes (REQ-EXP-COST): once at
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// startup and again after each expansion is purchased. Carries the cost in
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// building blocks so the header Expand button can update its caption/enabled
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// state (REQ-UI-EXPAND-BUTTON).
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// startup and again after each expansion is purchased. Carries no payload — the
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// header Expand button re-reads Simulation::getCurrentExpansionCost() to update
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// its caption and enabled state (REQ-UI-EXPAND-BUTTON).
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class ExpansionCostChangedEvent : public Event
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{
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public:
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explicit ExpansionCostChangedEvent(int cost) : cost(cost) {}
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const int cost;
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};
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#endif // EXPANSION_COST_CHANGED_EVENT_H
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@@ -2,14 +2,11 @@
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#define TICK_ADVANCED_EVENT_H
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#include "Event.h"
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#include "Tick.h"
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// Fired when the simulation tick advances. Carries no payload — subscribers
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// re-read Simulation::getCurrentTick().
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class TickAdvancedEvent : public Event
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{
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public:
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explicit TickAdvancedEvent(Tick tick) : tick(tick) {}
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const Tick tick;
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};
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#endif // TICK_ADVANCED_EVENT_H
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