change repair_tool application and add beams for salvager and repair_tool

This commit is contained in:
2026-06-18 22:14:09 +02:00
parent 7924e037aa
commit 9573b9789a
37 changed files with 498 additions and 199 deletions

View File

@@ -140,7 +140,7 @@ void Simulation::reset(unsigned int seed)
m_playerStation2Entity = entt::null;
m_currentEnemyStationEntities[0] = entt::null;
m_currentEnemyStationEntities[1] = entt::null;
m_weaponFiredEvents.clear();
m_beamFiredEvents.clear();
m_pendingSchematicChoices.clear();
m_admin.clear();
@@ -248,12 +248,13 @@ void Simulation::tick()
// movement intent + preferred module targets only — no world mutation).
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
// Module systems perform the world mutation (collection/delivery, healing).
m_salvagerSystem->tick(*m_scrapSystem, *m_buildingSystem);
m_repairSystem->tick();
// Each emits its tool beams and applies its own delayed (mid-beam) effects.
m_salvagerSystem->tick(m_currentTick, *m_scrapSystem, *m_buildingSystem, m_beamFiredEvents);
m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
// Step 8: combat resolution
m_combatSystem->tick(m_currentTick, m_admin,
*m_buildingSystem, m_weaponFiredEvents);
*m_buildingSystem, m_beamFiredEvents);
// Step 8b: deferred damage whose impact tick has arrived
m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
@@ -828,10 +829,10 @@ bool Simulation::isItemUnlocked(const std::string& itemId) const
// Drains
// ---------------------------------------------------------------------------
std::vector<WeaponFiredEvent> Simulation::drainWeaponFiredEvents()
std::vector<BeamFiredEvent> Simulation::drainBeamFiredEvents()
{
std::vector<WeaponFiredEvent> result;
result.swap(m_weaponFiredEvents);
std::vector<BeamFiredEvent> result;
result.swap(m_beamFiredEvents);
return result;
}