drop the dead payloads from the state-change events
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@@ -403,26 +403,26 @@ void GameWorldView::onFrame()
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{
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m_lastTick = newTick;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<TickAdvancedEvent>(newTick));
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std::make_shared<TickAdvancedEvent>());
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}
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if (newBlocks != m_lastBlocks)
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{
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m_lastBlocks = newBlocks;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<BuildingBlocksChangedEvent>(newBlocks));
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std::make_shared<BuildingBlocksChangedEvent>());
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}
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if (newExpCost != m_lastExpansionCost)
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{
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m_lastExpansionCost = newExpCost;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<ExpansionCostChangedEvent>(newExpCost));
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std::make_shared<ExpansionCostChangedEvent>());
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}
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if (newBoss != m_lastBossCounter || newCountdown != m_lastBossCountdown)
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{
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m_lastBossCounter = newBoss;
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m_lastBossCountdown = newCountdown;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<BossWaveUpdatedEvent>(newBoss, newCountdown));
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std::make_shared<BossWaveUpdatedEvent>());
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}
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// Unlocked building set changes only after a drop is applied or on Restart
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@@ -485,8 +485,7 @@ void GameWorldView::onFrame()
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{
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m_lastArtifactCount = currentArtifactCount;
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EventManager::getInstance()->sendEventImmediately(
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std::make_shared<ArtifactCountChangedEvent>(
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currentArtifactCount, m_sim->getConfig().world.artifacts.artifactWinCount));
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std::make_shared<ArtifactCountChangedEvent>());
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}
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update();
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