rename EntityId to BuildingId

This commit is contained in:
2026-05-23 07:53:56 +02:00
parent dc4ebd5f2d
commit b57299fd2a
28 changed files with 273 additions and 274 deletions

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@@ -27,7 +27,7 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
, m_arenaConfig(std::move(arenaConfig))
, m_rng(seed)
, m_currentTick(0)
, m_nextId(1)
, m_nextBuildingId(1)
, m_beltSystem(1.0)
, m_team1HqEntity(entt::null)
, m_team2HqEntity(entt::null)
@@ -38,7 +38,7 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
m_buildingSystem = std::make_unique<BuildingSystem>(
m_gameConfig,
m_beltSystem,
[this]() { return allocateId(); },
[this]() { return allocateBuildingId(); },
[](int) {},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
m_rng);
@@ -59,9 +59,9 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
ArenaSimulation::~ArenaSimulation() = default;
EntityId ArenaSimulation::allocateId()
BuildingId ArenaSimulation::allocateBuildingId()
{
return m_nextId++;
return m_nextBuildingId++;
}
void ArenaSimulation::placeStructures()
@@ -89,7 +89,7 @@ void ArenaSimulation::placeStructures()
anchorY + hqParsed.footprint.height() / 2.0f);
m_team1HqEntity = m_admin.spawnStation(anchor, hqParsed.footprint, absCells,
hp, hp, false);
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
// Team 2 HQ — ECS proxy entity, enemy faction (isEnemy=true). No weapon.
@@ -108,7 +108,7 @@ void ArenaSimulation::placeStructures()
}
m_team2HqEntity = m_admin.spawnStation(anchor, hqParsed.footprint, absCells,
hp, hp, true);
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
auto placeArenaStation = [&](const ArenaStationEntry& entry, bool isEnemy)
@@ -156,7 +156,7 @@ void ArenaSimulation::placeStructures()
const entt::entity stationEntity = m_admin.spawnStation(
anchor, parsed.footprint, absCells, hp, hp, isEnemy);
m_admin.addComponent<Weapon>(stationEntity, weapon);
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
};
for (const ArenaStationEntry& entry : m_arenaConfig.teams[0].stations)

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@@ -11,7 +11,7 @@
#include "BeltSystem.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "entt/entity/entity.hpp"
#include "FireEvent.h"
@@ -73,7 +73,7 @@ public:
const EntityAdmin& admin() const;
private:
EntityId allocateId();
BuildingId allocateBuildingId();
void placeStructures();
void spawnShips();
void tick();
@@ -85,7 +85,7 @@ private:
std::mt19937 m_rng;
Tick m_currentTick;
EntityId m_nextId;
BuildingId m_nextBuildingId;
EntityAdmin m_admin;
BeltSystem m_beltSystem;

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@@ -4,6 +4,6 @@
// Ships, stations, scrap, and the HQ proxy use entt::entity instead.
// Ids are allocated centrally by the Simulation, strictly increasing, never
// reused. 0 is reserved as the invalid id.
using EntityId = long long;
using BuildingId = long long;
constexpr EntityId kInvalidEntityId = 0;
constexpr BuildingId kInvalidBuildingId = 0;

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@@ -1,7 +1,6 @@
SET(HDRS
${HDRS}
${CMAKE_CURRENT_SOURCE_DIR}/Tick.h
${CMAKE_CURRENT_SOURCE_DIR}/EntityId.h
${CMAKE_CURRENT_SOURCE_DIR}/Rotation.h
${CMAKE_CURRENT_SOURCE_DIR}/BuildingType.h
${CMAKE_CURRENT_SOURCE_DIR}/EntityAdmin.h

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@@ -7,7 +7,6 @@
#include <QSize>
#include <QVector2D>
#include "EntityId.h"
#include "Tick.h"
#include "entt/entity/entity.hpp"
@@ -104,3 +103,4 @@ struct DespawnAt
struct HqProxy { char unused = 0; };

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@@ -10,7 +10,7 @@
#include "BuildingType.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "MovementIntent.h"
#include "ScrapSystem.h"
#include "Ship.h"
@@ -329,7 +329,7 @@ void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
const float collectRange = cargo.collectionRange;
// Assign nearest SalvageBay if needed.
if (sc.deliveryBay == kInvalidEntityId)
if (sc.deliveryBay == kInvalidBuildingId)
{
const Building* bay = buildings.findNearestBuilding(pos.value,
BuildingType::SalvageBay);
@@ -339,10 +339,10 @@ void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
}
}
const EntityId bayId = sc.deliveryBay;
const BuildingId bayId = sc.deliveryBay;
QVector2D bayPos = pos.value;
if (bayId != kInvalidEntityId)
if (bayId != kInvalidBuildingId)
{
const Building* bay = buildings.findBuilding(bayId);
if (bay)
@@ -360,7 +360,7 @@ void AiSystem::tickScrapCollector(EntityAdmin& admin, ScrapSystem& scraps,
{
intent = MovementIntent{1, bayPos};
}
if (bayId != kInvalidEntityId
if (bayId != kInvalidBuildingId
&& (pos.value - bayPos).length() <= 1.0f)
{
if (buildings.deliverScrapToSalvageBay(bayId))

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@@ -9,7 +9,7 @@
#include <QSize>
#include "BuildingType.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "entt/entity/entity.hpp"
#include "Item.h"
@@ -45,7 +45,7 @@ struct Production
// Occupies tiles but does not produce.
struct ConstructionSite
{
EntityId id = kInvalidEntityId;
BuildingId id = kInvalidBuildingId;
QPoint anchor; // top-left of body bounding box
QSize footprint;
std::vector<QPoint> bodyCells; // absolute world tile coordinates
@@ -59,7 +59,7 @@ struct ConstructionSite
// A fully constructed, operational building.
struct Building
{
EntityId id = kInvalidEntityId;
BuildingId id = kInvalidBuildingId;
QPoint anchor; // top-left of body bounding box
QSize footprint;
Rotation rotation = Rotation::East;

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@@ -9,14 +9,14 @@
BuildingSystem::BuildingSystem(const GameConfig& config,
BeltSystem& belts,
std::function<EntityId()> allocateId,
std::function<BuildingId()> allocateBuildingId,
std::function<void(int)> addBuildingBlocks,
std::function<void(const std::string&, QVector2D,
const std::optional<ShipLayoutConfig>&)> spawnShip,
std::mt19937& rng)
: m_config(config)
, m_belts(belts)
, m_allocateId(std::move(allocateId))
, m_allocateBuildingId(std::move(allocateBuildingId))
, m_addBuildingBlocks(std::move(addBuildingBlocks))
, m_spawnShip(std::move(spawnShip))
, m_rng(rng)
@@ -227,10 +227,10 @@ std::vector<Item> BuildingSystem::rollReprocessingOutput(const RecipeDef& recipe
// Placement
// ---------------------------------------------------------------------------
EntityId BuildingSystem::place(BuildingType type, QPoint anchor,
BuildingId BuildingSystem::place(BuildingType type, QPoint anchor,
Rotation rotation, Tick currentTick)
{
const EntityId id = m_allocateId();
const BuildingId id = m_allocateBuildingId();
const BuildingDef* def = findBuildingDef(type);
assert(def != nullptr);
@@ -269,7 +269,7 @@ EntityId BuildingSystem::place(BuildingType type, QPoint anchor,
// Demolish
// ---------------------------------------------------------------------------
int BuildingSystem::demolish(EntityId id)
int BuildingSystem::demolish(BuildingId id)
{
// Construction queue?
for (std::deque<ConstructionSite>::iterator it = m_constructionQueue.begin();
@@ -325,7 +325,7 @@ int BuildingSystem::demolish(EntityId id)
// Set recipe
// ---------------------------------------------------------------------------
void BuildingSystem::setRecipe(EntityId id, const std::string& recipeId)
void BuildingSystem::setRecipe(BuildingId id, const std::string& recipeId)
{
// Construction site: store recipe for when building completes.
for (ConstructionSite& site : m_constructionQueue)
@@ -371,7 +371,7 @@ void BuildingSystem::setRecipe(EntityId id, const std::string& recipeId)
}
}
void BuildingSystem::setShipLayout(EntityId id, const ShipLayoutConfig& layout)
void BuildingSystem::setShipLayout(BuildingId id, const ShipLayoutConfig& layout)
{
for (ConstructionSite& site : m_constructionQueue)
{
@@ -821,7 +821,7 @@ void BuildingSystem::tickBeltPush()
// Queries
// ---------------------------------------------------------------------------
const Building* BuildingSystem::findBuilding(EntityId id) const
const Building* BuildingSystem::findBuilding(BuildingId id) const
{
for (const Building& building : m_buildings)
{
@@ -833,7 +833,7 @@ const Building* BuildingSystem::findBuilding(EntityId id) const
return nullptr;
}
const ConstructionSite* BuildingSystem::findSite(EntityId id) const
const ConstructionSite* BuildingSystem::findSite(BuildingId id) const
{
for (const ConstructionSite& site : m_constructionQueue)
{
@@ -866,7 +866,7 @@ std::vector<BuildingSystem::BeltTileInfo> BuildingSystem::allBeltTiles() const
continue;
}
BeltTileInfo info;
info.id = b.id;
info.buildingId = b.id;
info.tile = b.bodyCells.empty() ? b.anchor : b.bodyCells[0];
info.type = b.type;
if (!b.outputPorts.empty())
@@ -893,7 +893,7 @@ bool BuildingSystem::isTileOccupied(QPoint tile) const
return m_tileOccupancy.count({tile.x(), tile.y()}) > 0;
}
std::optional<EntityId> BuildingSystem::findRotateInPlaceTarget(
std::optional<BuildingId> BuildingSystem::findRotateInPlaceTarget(
BuildingType type, QPoint anchor, Rotation rot) const
{
const BuildingDef* def = findBuildingDef(type);
@@ -906,7 +906,7 @@ std::optional<EntityId> BuildingSystem::findRotateInPlaceTarget(
const QPoint firstAbs = anchor + mask.bodyCells[0];
const auto firstIt = m_tileOccupancy.find({firstAbs.x(), firstAbs.y()});
if (firstIt == m_tileOccupancy.end()) { return std::nullopt; }
const EntityId candidateId = firstIt->second;
const BuildingId candidateId = firstIt->second;
for (const QPoint& rel : mask.bodyCells)
{
@@ -937,7 +937,7 @@ std::optional<EntityId> BuildingSystem::findRotateInPlaceTarget(
return std::nullopt;
}
void BuildingSystem::rotateInPlace(EntityId id, Rotation newRotation)
void BuildingSystem::rotateInPlace(BuildingId id, Rotation newRotation)
{
// Construction site path — just update rotation; no ports to recompute.
for (ConstructionSite& site : m_constructionQueue)
@@ -1022,7 +1022,7 @@ const Building* BuildingSystem::findNearestBuilding(QVector2D worldPos,
return best;
}
bool BuildingSystem::deliverScrapToSalvageBay(EntityId bayId)
bool BuildingSystem::deliverScrapToSalvageBay(BuildingId bayId)
{
Building* bay = nullptr;
for (Building& b : m_buildings)
@@ -1045,11 +1045,11 @@ bool BuildingSystem::deliverScrapToSalvageBay(EntityId bayId)
return true;
}
EntityId BuildingSystem::placeImmediate(BuildingType type,
BuildingId BuildingSystem::placeImmediate(BuildingType type,
const std::vector<std::string>& surfaceMask,
QPoint anchor, Rotation rotation)
{
const EntityId id = m_allocateId();
const BuildingId id = m_allocateBuildingId();
const ParsedSurfaceMask mask = parseSurfaceMask(surfaceMask, rotation);
Building building;
@@ -1078,7 +1078,7 @@ EntityId BuildingSystem::placeImmediate(BuildingType type,
return id;
}
bool BuildingSystem::removeBuilding(EntityId id)
bool BuildingSystem::removeBuilding(BuildingId id)
{
for (std::vector<Building>::iterator it = m_buildings.begin();
it != m_buildings.end();
@@ -1111,7 +1111,7 @@ void BuildingSystem::forEachBuilding(std::function<void(Building&)> fn)
}
void BuildingSystem::registerTileOccupancy(const std::vector<QPoint>& cells,
EntityId ownerPlaceholder)
BuildingId ownerPlaceholder)
{
for (const QPoint& cell : cells)
{

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@@ -15,7 +15,7 @@
#include "BeltSystem.h"
#include "Building.h"
#include "BuildingType.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "GameConfig.h"
#include "Rotation.h"
#include "ModulesConfig.h"
@@ -32,7 +32,7 @@ class BuildingSystem
public:
BuildingSystem(const GameConfig& config,
BeltSystem& belts,
std::function<EntityId()> allocateId,
std::function<BuildingId()> allocateBuildingId,
std::function<void(int)> addBuildingBlocks,
std::function<void(const std::string&, QVector2D,
const std::optional<ShipLayoutConfig>&)> spawnShip,
@@ -41,21 +41,21 @@ public:
// -- Placement / demolish ------------------------------------------------
// Returns the new entity id. Belt and Splitter register with BeltSystem
// directly; other types enter the construction queue.
EntityId place(BuildingType type, QPoint anchor, Rotation rotation,
BuildingId place(BuildingType type, QPoint anchor, Rotation rotation,
Tick currentTick);
// Remove a building or construction site by id. Returns the refund in
// building blocks (floor(cost * refundPercentage / 100)). Returns 0 for
// unknown ids.
int demolish(EntityId id);
int demolish(BuildingId id);
// Set the recipe (or schematic id for shipyard) on a building or queued
// construction site. Clears both buffers on an operational building.
void setRecipe(EntityId id, const std::string& recipeId);
void setRecipe(BuildingId id, const std::string& recipeId);
// Set the module layout for a shipyard. Cancels in-progress production
// (materials discarded) and reinitializes input buffers (REQ-BLD-SHIPYARD).
void setShipLayout(EntityId id, const ShipLayoutConfig& layout);
void setShipLayout(BuildingId id, const ShipLayoutConfig& layout);
// -- Tick hooks (called from Simulation::tick in the documented order) ---
void tickConstruction(Tick currentTick);
@@ -67,15 +67,15 @@ public:
// -- Queries -------------------------------------------------------------
struct BeltTileInfo
{
EntityId id;
BuildingId buildingId;
QPoint tile;
BuildingType type; // Belt or Splitter
Rotation directionA; // Belt: its direction; Splitter: first output
Rotation directionB; // Splitter: second output; Belt: same as directionA
};
const Building* findBuilding(EntityId id) const;
const ConstructionSite* findSite(EntityId id) const;
const Building* findBuilding(BuildingId id) const;
const ConstructionSite* findSite(BuildingId id) const;
std::vector<Building> allBuildings() const;
std::vector<ConstructionSite> allSites() const;
std::vector<BeltTileInfo> allBeltTiles() const;
@@ -84,36 +84,36 @@ public:
// Returns the entity id of the building or construction site whose footprint
// exactly coincides with the ghost (type, anchor, rot) and is of the same
// building type. Returns nullopt otherwise.
std::optional<EntityId> findRotateInPlaceTarget(BuildingType type,
std::optional<BuildingId> findRotateInPlaceTarget(BuildingType type,
QPoint anchor,
Rotation rot) const;
// Rotate an existing building or construction site to newRotation in place.
// For belt-type operational buildings, re-registers with BeltSystem (items
// currently on the tile are discarded by BeltSystem::removeTile).
void rotateInPlace(EntityId id, Rotation newRotation);
void rotateInPlace(BuildingId id, Rotation newRotation);
// Find nearest operational building of the given type; nullptr if none.
const Building* findNearestBuilding(QVector2D worldPos, BuildingType type) const;
// Register / unregister tile occupancy for ECS station entities.
void registerTileOccupancy(const std::vector<QPoint>& cells, EntityId ownerPlaceholder);
void registerTileOccupancy(const std::vector<QPoint>& cells, BuildingId ownerPlaceholder);
void unregisterTileOccupancy(const std::vector<QPoint>& cells);
// Place one "scrap" item into a SalvageBay's output buffer.
// Returns false if bay not found, wrong type, or output buffer is full.
bool deliverScrapToSalvageBay(EntityId bayId);
bool deliverScrapToSalvageBay(BuildingId bayId);
// Bypass the construction queue and create a fully-operational Building
// immediately. Used for pre-placed structures (HQ, defence stations).
// surfaceMask comes from the relevant config struct.
EntityId placeImmediate(BuildingType type,
BuildingId placeImmediate(BuildingType type,
const std::vector<std::string>& surfaceMask,
QPoint anchor, Rotation rotation);
// Remove an operational building by id without refund (used for deaths).
// Returns true if found and removed.
bool removeBuilding(EntityId id);
bool removeBuilding(BuildingId id);
// Mutable iteration over all operational buildings.
void forEachBuilding(std::function<void(Building&)> fn);
@@ -130,7 +130,7 @@ private:
const GameConfig& m_config;
BeltSystem& m_belts;
std::function<EntityId()> m_allocateId;
std::function<BuildingId()> m_allocateBuildingId;
std::function<void(int)> m_addBuildingBlocks;
std::function<void(const std::string&, QVector2D,
const std::optional<ShipLayoutConfig>&)> m_spawnShip;
@@ -140,5 +140,5 @@ private:
std::deque<ConstructionSite> m_constructionQueue;
// Maps every occupied body-cell coordinate to the entity that owns it.
std::map<std::pair<int, int>, EntityId> m_tileOccupancy;
std::map<std::pair<int, int>, BuildingId> m_tileOccupancy;
};

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@@ -5,7 +5,7 @@
#include <QVector2D>
#include "EntityId.h"
#include "BuildingId.h"
#include "MovementIntent.h"
#include "entt/entity/entity.hpp"
@@ -49,7 +49,7 @@ struct ThreatResponse
struct ScrapCollector
{
std::optional<QVector2D> scrapTarget;
EntityId deliveryBay; // kInvalidEntityId until assigned at a salvage bay
BuildingId deliveryBay; // kInvalidBuildingId until assigned at a salvage bay
};
struct RepairBehavior

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@@ -93,7 +93,7 @@ entt::entity ShipSystem::spawn(const std::string& schematicId, int level, QVecto
ScrapCollector sc;
sc.scrapTarget = std::nullopt;
sc.deliveryBay = kInvalidEntityId;
sc.deliveryBay = kInvalidBuildingId;
m_admin.addComponent<ScrapCollector>(entity, sc);
}

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@@ -17,10 +17,10 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
, m_rng(seed)
, m_currentTick(0)
, m_nextDepartureTick(secondsToTicks(m_config.world.departureIntervalSeconds))
, m_nextId(1)
, m_nextBuildingId(1)
, m_buildingBlocksStock(m_config.world.startingBuildingBlocks)
, m_gameOver(false)
, m_hqBuildingId(kInvalidEntityId)
, m_hqBuildingId(kInvalidBuildingId)
, m_hqProxyEntity(entt::null)
, m_playerStation1Entity(entt::null)
, m_playerStation2Entity(entt::null)
@@ -32,7 +32,7 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
m_buildingSystem = std::make_unique<BuildingSystem>(
m_config,
m_beltSystem,
[this]() { return allocateId(); },
[this]() { return allocateBuildingId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos,
const std::optional<ShipLayoutConfig>& layout) {
@@ -82,10 +82,10 @@ void Simulation::reset(unsigned int seed)
m_rng.seed(seed);
m_currentTick = 0;
m_nextDepartureTick = secondsToTicks(m_config.world.departureIntervalSeconds);
m_nextId = 1;
m_nextBuildingId = 1;
m_buildingBlocksStock = m_config.world.startingBuildingBlocks;
m_gameOver = false;
m_hqBuildingId = kInvalidEntityId;
m_hqBuildingId = kInvalidBuildingId;
m_hqProxyEntity = entt::null;
m_playerStation1Entity = entt::null;
m_playerStation2Entity = entt::null;
@@ -99,7 +99,7 @@ void Simulation::reset(unsigned int seed)
m_buildingSystem = std::make_unique<BuildingSystem>(
m_config,
m_beltSystem,
[this]() { return allocateId(); },
[this]() { return allocateBuildingId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos,
const std::optional<ShipLayoutConfig>& layout) {
@@ -247,7 +247,7 @@ void Simulation::placeInitialStructures()
m_playerStation1Entity = m_admin.spawnStation(
anchor, psParsed.footprint, absCells, psHp, psHp, false);
m_admin.addComponent<Weapon>(m_playerStation1Entity, psWeapon);
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
{
const QPoint anchor(psAnchorX, ps2Y);
@@ -259,7 +259,7 @@ void Simulation::placeInitialStructures()
m_playerStation2Entity = m_admin.spawnStation(
anchor, psParsed.footprint, absCells, psHp, psHp, false);
m_admin.addComponent<Weapon>(m_playerStation2Entity, psWeapon);
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
// Rally point: center of the player defence stations' X column, world vertical midpoint.
@@ -308,7 +308,7 @@ void Simulation::placeEnemyStationSet(int generation)
m_currentEnemyStationEntities[0] = m_admin.spawnStation(
anchor, esParsed.footprint, absCells, esHp, esHp, true);
m_admin.addComponent<Weapon>(m_currentEnemyStationEntities[0], esWeapon);
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
{
const QPoint anchor(anchorX, y2);
@@ -320,7 +320,7 @@ void Simulation::placeEnemyStationSet(int generation)
m_currentEnemyStationEntities[1] = m_admin.spawnStation(
anchor, esParsed.footprint, absCells, esHp, esHp, true);
m_admin.addComponent<Weapon>(m_currentEnemyStationEntities[1], esWeapon);
m_buildingSystem->registerTileOccupancy(absCells, allocateId());
m_buildingSystem->registerTileOccupancy(absCells, allocateBuildingId());
}
}
@@ -512,7 +512,7 @@ bool Simulation::isSchematicUnlocked(const std::string& shipId) const
return it->second.unlocked;
}
EntityId Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation)
BuildingId Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation)
{
int cost = 0;
for (const BuildingDef& def : m_config.buildings.buildings)
@@ -525,13 +525,13 @@ EntityId Simulation::tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation
}
if (m_buildingBlocksStock < cost)
{
return kInvalidEntityId;
return kInvalidBuildingId;
}
m_buildingBlocksStock -= cost;
return m_buildingSystem->place(type, anchor, rotation, m_currentTick);
}
void Simulation::demolish(EntityId id)
void Simulation::demolish(BuildingId id)
{
m_buildingBlocksStock += m_buildingSystem->demolish(id);
}
@@ -586,7 +586,7 @@ const EntityAdmin& Simulation::admin() const
return m_admin;
}
EntityId Simulation::allocateId()
BuildingId Simulation::allocateBuildingId()
{
return m_nextId++;
return m_nextBuildingId++;
}

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@@ -14,7 +14,7 @@
#include "entt/entity/entity.hpp"
#include "SchematicDropEvent.h"
#include "BuildingType.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "FireEvent.h"
#include "GameConfig.h"
#include "Rotation.h"
@@ -62,11 +62,11 @@ public:
bool isSchematicUnlocked(const std::string& shipId) const;
// Checks affordability, deducts building blocks, and places the building.
// Returns the new entity id, or kInvalidEntityId if blocks are insufficient.
EntityId tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation);
// Returns the new entity id, or kInvalidBuildingId if blocks are insufficient.
BuildingId tryPlaceBuilding(BuildingType type, QPoint anchor, Rotation rotation);
// Demolishes the building with the given id and refunds building blocks.
void demolish(EntityId id);
void demolish(BuildingId id);
BuildingSystem& buildings();
const BuildingSystem& buildings() const;
@@ -80,7 +80,7 @@ public:
const EntityAdmin& admin() const;
private:
EntityId allocateId(); // Strictly increasing; never returns kInvalidEntityId.
BuildingId allocateBuildingId(); // Strictly increasing; never returns kInvalidBuildingId.
// Populate HQ, player defence stations, and the first enemy station set.
void placeInitialStructures();
@@ -100,12 +100,12 @@ private:
Tick m_currentTick;
Tick m_nextDepartureTick;
EntityId m_nextId;
BuildingId m_nextBuildingId;
int m_buildingBlocksStock;
bool m_gameOver = false;
// Pre-placed structure IDs.
EntityId m_hqBuildingId; // Building id (for belt integration)
BuildingId m_hqBuildingId; // Building id (for belt integration)
entt::entity m_hqProxyEntity; // ECS entity (HP, targeting)
entt::entity m_playerStation1Entity;
entt::entity m_playerStation2Entity;

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@@ -32,7 +32,7 @@ struct Fixture
{
GameConfig cfg;
BeltSystem belts;
EntityId nextId;
BuildingId nextBuildingId;
int stock;
std::mt19937 rng;
EntityAdmin admin;
@@ -46,11 +46,11 @@ struct Fixture
explicit Fixture()
: cfg(loadConfig())
, belts(cfg.world.beltSpeedTilesPerSecond)
, nextId(1)
, nextBuildingId(1)
, stock(0)
, rng(42)
, buildings(cfg, belts,
[this]() { return nextId++; },
[this]() { return nextBuildingId++; },
[this](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng)
@@ -365,7 +365,7 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
{
Fixture f;
const EntityId bayId = f.buildings.place(BuildingType::SalvageBay,
const BuildingId bayId = f.buildings.place(BuildingType::SalvageBay,
QPoint(-4, 0), Rotation::East, 0);
Tick t = 0;
for (int i = 0; i < 500; ++i)

View File

@@ -12,7 +12,7 @@
#include "BuildingSystem.h"
#include "BuildingType.h"
#include "ConfigLoader.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "Rotation.h"
#include "Simulation.h"
#include "SurfaceMask.h"
@@ -521,13 +521,13 @@ TEST_CASE("Blueprint placement: buildings land at anchor + offset from cursor",
const QPoint offsetA(-1, 0);
const QPoint offsetB( 1, 0);
const EntityId idA = sim.tryPlaceBuilding(
const BuildingId idA = sim.tryPlaceBuilding(
BuildingType::Belt, cursor + offsetA, Rotation::East);
const EntityId idB = sim.tryPlaceBuilding(
const BuildingId idB = sim.tryPlaceBuilding(
BuildingType::Belt, cursor + offsetB, Rotation::East);
REQUIRE(idA != kInvalidEntityId);
REQUIRE(idB != kInvalidEntityId);
REQUIRE(idA != kInvalidBuildingId);
REQUIRE(idB != kInvalidBuildingId);
REQUIRE(sim.buildings().isTileOccupied(cursor + offsetA)); // (-6, 0)
REQUIRE(sim.buildings().isTileOccupied(cursor + offsetB)); // (-4, 0)
REQUIRE_FALSE(sim.buildings().isTileOccupied(cursor)); // center not occupied
@@ -555,7 +555,7 @@ TEST_CASE("Blueprint placement: cost is deducted for each building in sequence",
REQUIRE(sim.buildingBlocksStock() == startBlocks - 2 * beltCost);
}
TEST_CASE("Blueprint placement: insufficient blocks returns kInvalidEntityId and deducts nothing",
TEST_CASE("Blueprint placement: insufficient blocks returns kInvalidBuildingId and deducts nothing",
"[blueprint]")
{
Simulation sim(loadConfig());
@@ -578,11 +578,11 @@ TEST_CASE("Blueprint placement: insufficient blocks returns kInvalidEntityId and
}
const int blocksBeforeAttempt = sim.buildingBlocksStock();
const EntityId id = sim.tryPlaceBuilding(
const BuildingId id = sim.tryPlaceBuilding(
BuildingType::Miner, QPoint(col - 2, 0), Rotation::East);
// Placement must fail and leave the stock unchanged.
REQUIRE(id == kInvalidEntityId);
REQUIRE(id == kInvalidBuildingId);
REQUIRE(sim.buildingBlocksStock() == blocksBeforeAttempt);
}
@@ -618,8 +618,8 @@ TEST_CASE("Blueprint placement: setRecipe on construction site stores recipe", "
Simulation sim(loadConfig());
// Miner body cells: (0,0),(1,0),(0,1) — all at x < 0, valid for asteroid.
const EntityId id = sim.tryPlaceBuilding(BuildingType::Miner, QPoint(-2, 0), Rotation::East);
REQUIRE(id != kInvalidEntityId);
const BuildingId id = sim.tryPlaceBuilding(BuildingType::Miner, QPoint(-2, 0), Rotation::East);
REQUIRE(id != kInvalidBuildingId);
sim.buildings().setRecipe(id, "mine_iron_ore");
@@ -633,8 +633,8 @@ TEST_CASE("Blueprint placement: recipe transfers to building after construction
{
Simulation sim(loadConfig());
const EntityId id = sim.tryPlaceBuilding(BuildingType::Miner, QPoint(-2, 0), Rotation::East);
REQUIRE(id != kInvalidEntityId);
const BuildingId id = sim.tryPlaceBuilding(BuildingType::Miner, QPoint(-2, 0), Rotation::East);
REQUIRE(id != kInvalidBuildingId);
sim.buildings().setRecipe(id, "mine_copper_ore");
// Miner construction_time_seconds = 10 → completesAt = secondsToTicks(10) = 300.

View File

@@ -74,15 +74,15 @@ TEST_CASE("BuildingSystem: place miner occupies expected body tiles", "[building
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
REQUIRE(id != kInvalidEntityId);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
REQUIRE(id != kInvalidBuildingId);
// Miner mask ["AA","A>"] with East rotation → body at (0,0),(1,0),(0,1).
REQUIRE(bs.isTileOccupied(QPoint(0, 0)));
@@ -99,9 +99,9 @@ TEST_CASE("BuildingSystem: placing a belt registers it with BeltSystem after con
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
@@ -127,14 +127,14 @@ TEST_CASE("BuildingSystem: placed building enters construction queue", "[buildin
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
REQUIRE(bs.allSites().size() == 1);
REQUIRE(bs.allBuildings().empty());
@@ -147,14 +147,14 @@ TEST_CASE("BuildingSystem: demolish frees tiles and returns refund", "[building]
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
// Miner construction_time_seconds = 10. completesAt = secondsToTicks(10) = 300.
// We need to process tick 300 itself, so run 301 ticks (ticks 0..300).
@@ -180,9 +180,9 @@ TEST_CASE("BuildingSystem: first queued building starts construction immediately
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
@@ -197,9 +197,9 @@ TEST_CASE("BuildingSystem: second queued building waits (completesAt == 0)", "[b
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
@@ -218,14 +218,14 @@ TEST_CASE("BuildingSystem: construction completes after configured duration", "[
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
// Miner construction_time_seconds = 10. completesAt = secondsToTicks(10) = 300.
// We need to process tick 300 itself, so run 301 ticks (ticks 0..300).
@@ -242,15 +242,15 @@ TEST_CASE("BuildingSystem: second building starts after first completes", "[buil
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const EntityId id2 = bs.place(BuildingType::Miner, QPoint(5, 5), Rotation::East, 0);
const BuildingId id2 = bs.place(BuildingType::Miner, QPoint(5, 5), Rotation::East, 0);
// Process through tick 300 to complete first miner's construction.
Tick tick = 0;
@@ -271,14 +271,14 @@ TEST_CASE("BuildingSystem: miner produces iron_ore after recipe duration", "[bui
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "mine_iron_ore");
Tick tick = 0;
@@ -300,14 +300,14 @@ TEST_CASE("BuildingSystem: miner output buffer stalls when full", "[building]")
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "mine_iron_ore");
Tick tick = 0;
@@ -339,16 +339,16 @@ TEST_CASE("BuildingSystem: smelter input buffer fills from adjacent west-flowing
BeltSystem belts(static_cast<double>(kTickRateHz));
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
// Smelter mask ["AA ","AA>"] → body (0,0),(1,0),(0,1),(1,1).
// Output port (2,1) East. Input port example: (2,0) West.
const EntityId sid = bs.place(BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0);
const BuildingId sid = bs.place(BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(sid, "iron_ingot");
// Complete construction (15s → tick 450+1 = 451 ticks).
@@ -380,14 +380,14 @@ TEST_CASE("BuildingSystem: miner output buffer drains onto adjacent belt", "[bui
BeltSystem belts(static_cast<double>(kTickRateHz));
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "mine_iron_ore");
// Belt at the miner's output port tile (1,1) flowing East.
@@ -419,14 +419,14 @@ TEST_CASE("BuildingSystem: setRecipe clears output buffer and active production"
BeltSystem belts(static_cast<double>(kTickRateHz));
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Miner, QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "mine_iron_ore");
Tick tick = 0;
@@ -459,14 +459,14 @@ TEST_CASE("BuildingSystem: reprocessing plant output buffer capacity equals max
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::ReprocessingPlant,
const BuildingId id = bs.place(BuildingType::ReprocessingPlant,
QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "reprocessing_cycle");
@@ -489,14 +489,14 @@ TEST_CASE("BuildingSystem: reprocessing plant produces one cycle output then sta
int stock = 0;
// Seed chosen so first roll produces 2-item output (iron_ingot), filling buffer.
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::ReprocessingPlant,
const BuildingId id = bs.place(BuildingType::ReprocessingPlant,
QPoint(0, 0), Rotation::East, 0);
bs.setRecipe(id, "reprocessing_cycle");
@@ -547,9 +547,9 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when tile is
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
@@ -565,16 +565,16 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the site id for a que
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const std::optional<EntityId> result =
const std::optional<BuildingId> result =
bs.findRotateInPlaceTarget(BuildingType::Belt, QPoint(0, 0), Rotation::North);
REQUIRE(result.has_value());
REQUIRE(*result == id);
@@ -587,20 +587,20 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns the building id for a
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
REQUIRE(bs.allSites().empty());
const std::optional<EntityId> result =
const std::optional<BuildingId> result =
bs.findRotateInPlaceTarget(BuildingType::Belt, QPoint(0, 0), Rotation::South);
REQUIRE(result.has_value());
REQUIRE(*result == id);
@@ -613,9 +613,9 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when building
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
@@ -634,9 +634,9 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget returns nullopt when footprin
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
@@ -657,18 +657,18 @@ TEST_CASE("BuildingSystem: findRotateInPlaceTarget works for a symmetric multi-t
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
// Smelter is a fully filled 2×2 footprint — rotating the ghost produces the
// same four body tiles, so findRotateInPlaceTarget must still return the id.
const EntityId id = bs.place(BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Smelter, QPoint(0, 0), Rotation::East, 0);
const std::optional<EntityId> result =
const std::optional<BuildingId> result =
bs.findRotateInPlaceTarget(BuildingType::Smelter, QPoint(0, 0), Rotation::North);
REQUIRE(result.has_value());
REQUIRE(*result == id);
@@ -685,14 +685,14 @@ TEST_CASE("BuildingSystem: rotateInPlace updates the rotation field of a constru
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
REQUIRE(bs.findSite(id)->rotation == Rotation::East);
bs.rotateInPlace(id, Rotation::North);
@@ -707,14 +707,14 @@ TEST_CASE("BuildingSystem: rotateInPlace preserves the construction progress of
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const Tick completesAt = bs.findSite(id)->completesAt;
REQUIRE(completesAt > 0);
@@ -730,14 +730,14 @@ TEST_CASE("BuildingSystem: rotateInPlace updates rotation and output port direct
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);
@@ -760,14 +760,14 @@ TEST_CASE("BuildingSystem: rotateInPlace re-registers a belt tile with BeltSyste
BeltSystem belts(cfg.world.beltSpeedTilesPerSecond);
int stock = 0;
std::mt19937 rng(0);
EntityId nextId = 1;
BuildingId nextBuildingId = 1;
BuildingSystem bs(cfg, belts,
[&nextId]() { return nextId++; },
[&nextBuildingId]() { return nextBuildingId++; },
[&stock](int n) { stock += n; },
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng);
const EntityId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
const BuildingId id = bs.place(BuildingType::Belt, QPoint(0, 0), Rotation::East, 0);
Tick tick = 0;
runTicks(bs, belts, static_cast<int>(secondsToTicks(1.0)) + 1, tick);

View File

@@ -40,7 +40,7 @@ struct CombatFixture
GameConfig cfg;
std::mt19937 rng;
EntityAdmin admin;
EntityId nextBldId;
BuildingId nextBuildingId;
BeltSystem belts;
ShipSystem ships;
BuildingSystem buildings;
@@ -49,11 +49,11 @@ struct CombatFixture
explicit CombatFixture()
: cfg(loadConfig())
, rng(42)
, nextBldId(1)
, nextBuildingId(1)
, belts(cfg.world.beltSpeedTilesPerSecond)
, ships(cfg, admin)
, buildings(cfg, belts,
[this]() { return nextBldId++; },
[this]() { return nextBuildingId++; },
[](int){},
[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
rng)

View File

@@ -45,7 +45,7 @@ static const BuildingDef* findShipyardDef(const GameConfig& cfg)
return nullptr;
}
static EntityId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
{
return sim.buildings().placeImmediate(
BuildingType::Shipyard,
@@ -54,7 +54,7 @@ static EntityId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
Rotation::East);
}
static void fillMaterials(Simulation& sim, EntityId yardId,
static void fillMaterials(Simulation& sim, BuildingId yardId,
const ShipDef& def,
const ShipLayoutConfig& layout)
{
@@ -199,7 +199,7 @@ TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const EntityId yardId = placeShipyard(sim, *yardDef);
const BuildingId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, "interceptor");
ShipLayoutConfig layout;
@@ -228,7 +228,7 @@ TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const EntityId yardId = placeShipyard(sim, *yardDef);
const BuildingId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, "interceptor");
// Fill materials and tick to start production.
@@ -261,7 +261,7 @@ TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const EntityId yardId = placeShipyard(sim, *yardDef);
const BuildingId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, "interceptor");
ShipLayoutConfig layout;

View File

@@ -8,7 +8,7 @@
#include "ConfigLoader.h"
#include "EcsComponents.h"
#include "EntityAdmin.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "Ship.h"
#include "ShipSystem.h"
#include "Tick.h"
@@ -116,7 +116,7 @@ TEST_CASE("ShipSystem: salvage_ship cargo capacity matches config", "[ship]")
// cargo_capacity = 10
REQUIRE(admin.get<SalvageCargo>(e).capacity == 10);
REQUIRE(admin.get<SalvageCargo>(e).current == 0);
REQUIRE(admin.get<ScrapCollector>(e).deliveryBay == kInvalidEntityId);
REQUIRE(admin.get<ScrapCollector>(e).deliveryBay == kInvalidBuildingId);
REQUIRE_FALSE(admin.get<ScrapCollector>(e).scrapTarget.has_value());
}

View File

@@ -43,7 +43,7 @@ static const BuildingDef* findShipyardDef(const GameConfig& cfg)
return nullptr;
}
static EntityId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
{
return sim.buildings().placeImmediate(
BuildingType::Shipyard,
@@ -60,7 +60,7 @@ static int countShips(Simulation& sim)
return n;
}
static void fillMaterials(Simulation& sim, EntityId yardId, const ShipDef& def)
static void fillMaterials(Simulation& sim, BuildingId yardId, const ShipDef& def)
{
sim.buildings().forEachBuilding([&](Building& b)
{
@@ -91,8 +91,8 @@ TEST_CASE("Shipyard: spawns a player ship after production cycle completes",
const int shipsBefore = countShips(sim);
const EntityId yardId = placeShipyard(sim, *yardDef);
REQUIRE(yardId != kInvalidEntityId);
const BuildingId yardId = placeShipyard(sim, *yardDef);
REQUIRE(yardId != kInvalidBuildingId);
sim.buildings().setRecipe(yardId, def->id);
fillMaterials(sim, yardId, *def);
@@ -152,7 +152,7 @@ TEST_CASE("Shipyard: does not spawn with insufficient materials", "[shipyard]")
const int shipsBefore = countShips(sim);
const EntityId yardId = placeShipyard(sim, *yardDef);
const BuildingId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, def->id);
// Materials remain at zero (default after setRecipe); no cycle starts.
@@ -174,7 +174,7 @@ TEST_CASE("Shipyard: spawns a second ship after materials replenished", "[shipya
const BuildingDef* yardDef = findShipyardDef(sim.config());
REQUIRE(yardDef != nullptr);
const EntityId yardId = placeShipyard(sim, *yardDef);
const BuildingId yardId = placeShipyard(sim, *yardDef);
sim.buildings().setRecipe(yardId, def->id);
const Tick cycleTicks = secondsToTicks(def->schematic.productionTimeSeconds);

View File

@@ -62,9 +62,9 @@ BlueprintPanel::BlueprintPanel(Simulation* sim, const GameConfig* config, QWidge
connect(m_loadBtn, &QPushButton::clicked, this, &BlueprintPanel::onLoadClicked);
}
void BlueprintPanel::onSelectionChanged(const std::vector<EntityId>& ids)
void BlueprintPanel::onSelectionChanged(const std::vector<BuildingId>& ids)
{
m_selectedIds = ids;
m_selectedBuildingIds = ids;
refreshButtonStates();
}
@@ -86,7 +86,7 @@ void BlueprintPanel::clearActiveBlueprintButton()
void BlueprintPanel::onCreateClicked()
{
if (m_selectedIds.empty()) { return; }
if (m_selectedBuildingIds.empty()) { return; }
Blueprint bp = createBlueprintFromSelection();
if (bp.buildings.empty()) { return; }
@@ -144,9 +144,9 @@ Blueprint BlueprintPanel::createBlueprintFromSelection() const
const Building* building;
};
std::vector<Entry> entries;
entries.reserve(m_selectedIds.size());
entries.reserve(m_selectedBuildingIds.size());
for (const EntityId id : m_selectedIds)
for (const BuildingId id : m_selectedBuildingIds)
{
const Building* b = m_sim->buildings().findBuilding(id);
if (!b) { continue; }
@@ -320,7 +320,7 @@ void BlueprintPanel::onLoadClicked()
void BlueprintPanel::refreshButtonStates()
{
const bool anyPlaceable = [&]() {
for (const EntityId id : m_selectedIds)
for (const BuildingId id : m_selectedBuildingIds)
{
const Building* b = m_sim->buildings().findBuilding(id);
if (!b) { continue; }

View File

@@ -5,7 +5,7 @@
#include <QWidget>
#include "Blueprint.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "GameConfig.h"
#include "Tick.h"
@@ -22,7 +22,7 @@ public:
BlueprintPanel(Simulation* sim, const GameConfig* config, QWidget* parent = nullptr);
public slots:
void onSelectionChanged(const std::vector<EntityId>& ids);
void onSelectionChanged(const std::vector<BuildingId>& ids);
void onStateUpdated(Tick tick, int blocks, double speed);
void clearActiveBlueprintButton();
@@ -45,7 +45,7 @@ private:
Simulation* m_sim;
const GameConfig* m_config;
std::vector<EntityId> m_selectedIds;
std::vector<BuildingId> m_selectedBuildingIds;
int m_currentBlocks;
int m_activeIndex;
std::vector<Blueprint> m_blueprints;

View File

@@ -116,7 +116,7 @@ GameWorldView::GameWorldView(Simulation* sim, const GameConfig* config,
, m_ghostValid(false)
, m_dragging(false)
, m_demolishMode(false)
, m_demolishHoverId(kInvalidEntityId)
, m_demolishHoverBuildingId(kInvalidBuildingId)
, m_debugDraw(false)
, m_rng(std::random_device{}())
, m_boxSelecting(false)
@@ -412,7 +412,7 @@ bool GameWorldView::isValidPlacement(BuildingType type, QPoint anchor,
return true;
}
EntityId GameWorldView::buildingAtTile(QPoint tile) const
BuildingId GameWorldView::buildingAtTile(QPoint tile) const
{
for (const Building& b : m_sim->buildings().allBuildings())
{
@@ -424,10 +424,10 @@ EntityId GameWorldView::buildingAtTile(QPoint tile) const
}
}
}
return kInvalidEntityId;
return kInvalidBuildingId;
}
EntityId GameWorldView::siteAtTile(QPoint tile) const
BuildingId GameWorldView::siteAtTile(QPoint tile) const
{
for (const ConstructionSite& s : m_sim->buildings().allSites())
{
@@ -439,7 +439,7 @@ EntityId GameWorldView::siteAtTile(QPoint tile) const
}
}
}
return kInvalidEntityId;
return kInvalidBuildingId;
}
@@ -495,7 +495,7 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
for (const BlueprintBuilding& bb : bp.buildings)
{
const QPoint anchor = center + bb.offset;
const std::optional<EntityId> rotateTarget =
const std::optional<BuildingId> rotateTarget =
m_sim->buildings().findRotateInPlaceTarget(bb.type, anchor, bb.rotation);
if (rotateTarget.has_value())
{
@@ -503,8 +503,8 @@ void GameWorldView::placeBlueprintAtTile(QPoint center)
continue;
}
const EntityId id = m_sim->tryPlaceBuilding(bb.type, anchor, bb.rotation);
if (id == kInvalidEntityId || bb.recipeId.empty()) { continue; }
const BuildingId id = m_sim->tryPlaceBuilding(bb.type, anchor, bb.rotation);
if (id == kInvalidBuildingId || bb.recipeId.empty()) { continue; }
if (bb.type == BuildingType::Shipyard)
{
@@ -533,7 +533,7 @@ void GameWorldView::placeAtTile(QPoint tile)
return;
}
const std::optional<EntityId> rotateTarget =
const std::optional<BuildingId> rotateTarget =
m_sim->buildings().findRotateInPlaceTarget(type, tile, m_ghostRotation);
if (rotateTarget.has_value())
{
@@ -549,9 +549,9 @@ void GameWorldView::placeAtTile(QPoint tile)
}
if (!m_sim->buildings().isTileOccupied(tile))
{
const EntityId id = m_sim->tryPlaceBuilding(
const BuildingId id = m_sim->tryPlaceBuilding(
type, tile, m_ghostRotation);
if (id != kInvalidEntityId)
if (id != kInvalidBuildingId)
{
m_beltDragTiles.insert(tile);
}
@@ -563,8 +563,8 @@ void GameWorldView::placeAtTile(QPoint tile)
{
if (!m_sim->buildings().isTileOccupied(tile))
{
const EntityId id = m_sim->tryPlaceBuilding(type, tile, m_ghostRotation);
if (id != kInvalidEntityId)
const BuildingId id = m_sim->tryPlaceBuilding(type, tile, m_ghostRotation);
if (id != kInvalidBuildingId)
{
if (type == BuildingType::TunnelEntry)
{
@@ -677,7 +677,7 @@ void GameWorldView::drawBuildings(QPainter& painter)
}
bool selected = false;
for (EntityId selId : m_selectedIds)
for (BuildingId selId : m_selectedBuildingIds)
{
if (selId == b.id) { selected = true; break; }
}
@@ -957,9 +957,9 @@ void GameWorldView::drawOverlays(QPainter& painter)
}
// Demolish hover tint
if (m_demolishMode && m_demolishHoverId != kInvalidEntityId)
if (m_demolishMode && m_demolishHoverBuildingId != kInvalidBuildingId)
{
const Building* b = m_sim->buildings().findBuilding(m_demolishHoverId);
const Building* b = m_sim->buildings().findBuilding(m_demolishHoverBuildingId);
if (b)
{
for (const QPoint& cell : b->bodyCells)
@@ -1168,55 +1168,55 @@ void GameWorldView::mousePressEvent(QMouseEvent* event)
}
else if (m_demolishMode)
{
EntityId hovered = buildingAtTile(tile);
if (hovered == kInvalidEntityId)
BuildingId hovered = buildingAtTile(tile);
if (hovered == kInvalidBuildingId)
{
hovered = siteAtTile(tile);
}
if (hovered != kInvalidEntityId)
if (hovered != kInvalidBuildingId)
{
const Building* b = m_sim->buildings().findBuilding(hovered);
const bool isProtected = b && b->type == BuildingType::Hq;
if (!isProtected)
{
m_sim->demolish(hovered);
m_demolishHoverId = kInvalidEntityId;
m_demolishHoverBuildingId = kInvalidBuildingId;
}
}
}
else
{
EntityId id = buildingAtTile(tile);
if (id == kInvalidEntityId)
BuildingId id = buildingAtTile(tile);
if (id == kInvalidBuildingId)
{
id = siteAtTile(tile);
}
if (id != kInvalidEntityId)
if (id != kInvalidBuildingId)
{
if (event->modifiers() & Qt::ControlModifier)
{
bool found = false;
std::vector<EntityId> newSel;
for (EntityId sel : m_selectedIds)
std::vector<BuildingId> newSel;
for (BuildingId sel : m_selectedBuildingIds)
{
if (sel == id) { found = true; }
else { newSel.push_back(sel); }
}
if (!found) { newSel.push_back(id); }
m_selectedIds = newSel;
m_selectedBuildingIds = newSel;
}
else
{
m_selectedIds = { id };
m_selectedBuildingIds = { id };
}
emit selectionChanged(m_selectedIds);
emit selectionChanged(m_selectedBuildingIds);
}
else
{
if (!(event->modifiers() & Qt::ControlModifier))
{
m_selectedIds.clear();
emit selectionChanged(m_selectedIds);
m_selectedBuildingIds.clear();
emit selectionChanged(m_selectedBuildingIds);
}
m_boxSelecting = true;
m_boxStartTile = tile;
@@ -1245,7 +1245,7 @@ void GameWorldView::mouseMoveEvent(QMouseEvent* event)
}
else if (m_demolishMode)
{
m_demolishHoverId = buildingAtTile(tile);
m_demolishHoverBuildingId = buildingAtTile(tile);
}
else if (m_boxSelecting)
{
@@ -1272,7 +1272,7 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
const int x1 = std::max(m_boxStartTile.x(), m_boxCurrentTile.x());
const int y1 = std::max(m_boxStartTile.y(), m_boxCurrentTile.y());
std::vector<EntityId> boxSel;
std::vector<BuildingId> boxSel;
for (const Building& b : m_sim->buildings().allBuildings())
{
for (const QPoint& cell : b.bodyCells)
@@ -1300,21 +1300,21 @@ void GameWorldView::mouseReleaseEvent(QMouseEvent* event)
if (!(event->modifiers() & Qt::ControlModifier))
{
m_selectedIds = boxSel;
m_selectedBuildingIds = boxSel;
}
else
{
for (EntityId id : boxSel)
for (BuildingId id : boxSel)
{
bool found = false;
for (EntityId sel : m_selectedIds)
for (BuildingId sel : m_selectedBuildingIds)
{
if (sel == id) { found = true; break; }
}
if (!found) { m_selectedIds.push_back(id); }
if (!found) { m_selectedBuildingIds.push_back(id); }
}
}
emit selectionChanged(m_selectedIds);
emit selectionChanged(m_selectedBuildingIds);
}
}
@@ -1327,7 +1327,7 @@ void GameWorldView::toggleDemolishMode()
if (m_demolishMode)
{
m_demolishMode = false;
m_demolishHoverId = kInvalidEntityId;
m_demolishHoverBuildingId = kInvalidBuildingId;
}
else
{
@@ -1393,9 +1393,9 @@ void GameWorldView::resetForNewGame()
m_ghostRotation = Rotation::East;
m_ghostValid = false;
m_demolishMode = false;
m_demolishHoverId = kInvalidEntityId;
m_demolishHoverBuildingId = kInvalidBuildingId;
emit demolishModeChanged(false);
m_selectedIds.clear();
m_selectedBuildingIds.clear();
m_boxSelecting = false;
m_scrollXTiles = 0.0f;
m_scrollLeft = false;

View File

@@ -15,7 +15,7 @@
#include "Blueprint.h"
#include "SchematicDropEvent.h"
#include "BuildingType.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "FireEvent.h"
#include "entt/entity/entity.hpp"
@@ -46,7 +46,7 @@ public:
const VisualsConfig* visuals, QWidget* parent = nullptr);
signals:
void selectionChanged(const std::vector<EntityId>& ids);
void selectionChanged(const std::vector<BuildingId>& ids);
void stateUpdated(Tick tick, int blocks, double speed);
void gameOver();
void builderModeExited();
@@ -104,8 +104,8 @@ private:
bool isValidPlacement(BuildingType type, QPoint anchor, Rotation rot) const;
const BuildingDef* findBuildingDef(BuildingType type) const;
EntityId buildingAtTile(QPoint tile) const;
EntityId siteAtTile(QPoint tile) const;
BuildingId buildingAtTile(QPoint tile) const;
BuildingId siteAtTile(QPoint tile) const;
void drawPortGlyph(QPainter& painter, QPoint bodyTile,
Rotation direction, const QColor& color);
@@ -162,10 +162,10 @@ private:
QPoint m_blueprintGhostTile;
bool m_demolishMode;
EntityId m_demolishHoverId;
BuildingId m_demolishHoverBuildingId;
bool m_debugDraw;
std::vector<EntityId> m_selectedIds;
std::vector<BuildingId> m_selectedBuildingIds;
bool m_boxSelecting;
QPoint m_boxStartTile;
QPoint m_boxCurrentTile;

View File

@@ -219,7 +219,7 @@ void MainWindow::onEscapeMenuRequested()
}
}
void MainWindow::onLayoutDialogRequested(EntityId shipyardId)
void MainWindow::onLayoutDialogRequested(BuildingId shipyardId)
{
const double prevSpeed = m_gameWorldView->gameSpeed();
m_gameWorldView->setGameSpeed(0.0);

View File

@@ -5,7 +5,7 @@
#include <QWidget>
#include "EntityId.h"
#include "BuildingId.h"
#include "ShipLayoutBlueprint.h"
#include "Tick.h"
#include "VisualsConfig.h"
@@ -34,7 +34,7 @@ private slots:
void onGameOver();
void onStateUpdated(Tick tick, int blocks, double speed);
void onEscapeMenuRequested();
void onLayoutDialogRequested(EntityId shipyardId);
void onLayoutDialogRequested(BuildingId shipyardId);
private:
void layoutPanels();

View File

@@ -86,7 +86,7 @@ SelectedBuildingPanel::SelectedBuildingPanel(Simulation* sim,
: QWidget(parent)
, m_sim(sim)
, m_config(config)
, m_singleId(kInvalidEntityId)
, m_singleBuildingId(kInvalidBuildingId)
, m_splitterTile(0, 0)
{
m_layout = new QVBoxLayout(this);
@@ -125,9 +125,9 @@ SelectedBuildingPanel::SelectedBuildingPanel(Simulation* sim,
connect(m_clearBeltBtn, &QPushButton::clicked,
this, &SelectedBuildingPanel::onClearBelt);
connect(m_configureLayoutBtn, &QPushButton::clicked, this, [this]() {
if (m_singleId != kInvalidEntityId)
if (m_singleBuildingId != kInvalidBuildingId)
{
emit layoutDialogRequested(m_singleId);
emit layoutDialogRequested(m_singleBuildingId);
}
});
connect(m_filterAList, &QListWidget::itemChanged,
@@ -138,31 +138,31 @@ SelectedBuildingPanel::SelectedBuildingPanel(Simulation* sim,
buildEmpty();
}
void SelectedBuildingPanel::onSelectionChanged(const std::vector<EntityId>& ids)
void SelectedBuildingPanel::onSelectionChanged(const std::vector<BuildingId>& ids)
{
m_selection = ids;
m_selectedBuildingIds = ids;
rebuild();
}
void SelectedBuildingPanel::rebuild()
{
if (m_selection.empty())
if (m_selectedBuildingIds.empty())
{
buildEmpty();
}
else if (m_selection.size() == 1)
else if (m_selectedBuildingIds.size() == 1)
{
buildSingle(m_selection[0]);
buildSingle(m_selectedBuildingIds[0]);
}
else
{
buildMulti(m_selection);
buildMulti(m_selectedBuildingIds);
}
}
void SelectedBuildingPanel::buildEmpty()
{
m_singleId = kInvalidEntityId;
m_singleBuildingId = kInvalidBuildingId;
m_titleLabel->hide();
m_recipeCombo->hide();
m_layoutPreview->hide();
@@ -175,9 +175,9 @@ void SelectedBuildingPanel::buildEmpty()
m_buffersLabel->hide();
}
void SelectedBuildingPanel::buildSingle(EntityId id)
void SelectedBuildingPanel::buildSingle(BuildingId id)
{
m_singleId = id;
m_singleBuildingId = id;
const Building* b = m_sim->buildings().findBuilding(id);
if (!b)
@@ -490,8 +490,8 @@ const ShipDef* SelectedBuildingPanel::findShipDef(const std::string& id) const
void SelectedBuildingPanel::onStateUpdated(Tick /*tick*/, int /*blocks*/, double /*speed*/)
{
if (m_singleId == kInvalidEntityId) { return; }
const Building* b = m_sim->buildings().findBuilding(m_singleId);
if (m_singleBuildingId == kInvalidBuildingId) { return; }
const Building* b = m_sim->buildings().findBuilding(m_singleBuildingId);
if (b)
{
// If the panel was last showing this id as a construction site, the
@@ -506,7 +506,7 @@ void SelectedBuildingPanel::onStateUpdated(Tick /*tick*/, int /*blocks*/, double
}
return;
}
const ConstructionSite* s = m_sim->buildings().findSite(m_singleId);
const ConstructionSite* s = m_sim->buildings().findSite(m_singleBuildingId);
if (s)
{
rebuild();
@@ -515,9 +515,9 @@ void SelectedBuildingPanel::onStateUpdated(Tick /*tick*/, int /*blocks*/, double
buildEmpty();
}
void SelectedBuildingPanel::buildMulti(const std::vector<EntityId>& ids)
void SelectedBuildingPanel::buildMulti(const std::vector<BuildingId>& ids)
{
m_singleId = kInvalidEntityId;
m_singleBuildingId = kInvalidBuildingId;
m_recipeCombo->hide();
m_clearBeltBtn->hide();
m_filterALabel->hide();
@@ -527,7 +527,7 @@ void SelectedBuildingPanel::buildMulti(const std::vector<EntityId>& ids)
m_buffersLabel->hide();
std::map<BuildingType, int> counts;
for (EntityId id : ids)
for (BuildingId id : ids)
{
const Building* b = m_sim->buildings().findBuilding(id);
if (b)
@@ -564,12 +564,12 @@ void SelectedBuildingPanel::buildMulti(const std::vector<EntityId>& ids)
void SelectedBuildingPanel::onRecipeChanged(int comboIndex)
{
if (m_singleId == kInvalidEntityId)
if (m_singleBuildingId == kInvalidBuildingId)
{
return;
}
const QString recipeId = m_recipeCombo->itemData(comboIndex).toString();
m_sim->buildings().setRecipe(m_singleId, recipeId.toStdString());
m_sim->buildings().setRecipe(m_singleBuildingId, recipeId.toStdString());
rebuild();
}
@@ -619,7 +619,7 @@ void SelectedBuildingPanel::buildSplitterFilters(QPoint splitterTile)
void SelectedBuildingPanel::onSplitterFilterChanged()
{
if (m_singleId == kInvalidEntityId)
if (m_singleBuildingId == kInvalidBuildingId)
{
return;
}
@@ -664,7 +664,7 @@ std::vector<std::string> SelectedBuildingPanel::allItemIds() const
void SelectedBuildingPanel::onClearBelt()
{
std::vector<QPoint> tiles;
for (EntityId id : m_selection)
for (BuildingId id : m_selectedBuildingIds)
{
const Building* b = m_sim->buildings().findBuilding(id);
if (b && isBeltLike(b->type))

View File

@@ -7,7 +7,7 @@
#include <QWidget>
#include "Building.h"
#include "EntityId.h"
#include "BuildingId.h"
#include "GameConfig.h"
#include "RecipesConfig.h"
#include "ShipLayout.h"
@@ -31,10 +31,10 @@ public:
QWidget* parent = nullptr);
signals:
void layoutDialogRequested(EntityId shipyardId);
void layoutDialogRequested(BuildingId shipyardId);
public slots:
void onSelectionChanged(const std::vector<EntityId>& ids);
void onSelectionChanged(const std::vector<BuildingId>& ids);
void onStateUpdated(Tick tick, int blocks, double speed);
private slots:
@@ -46,8 +46,8 @@ private:
void rebuild();
void clearContent();
void buildEmpty();
void buildSingle(EntityId id);
void buildMulti(const std::vector<EntityId>& ids);
void buildSingle(BuildingId id);
void buildMulti(const std::vector<BuildingId>& ids);
void refreshBuffers(const Building* b);
void buildSplitterFilters(QPoint splitterTile);
const RecipeDef* findRecipe(const Building* b) const;
@@ -56,7 +56,7 @@ private:
Simulation* m_sim;
const GameConfig* m_config;
std::vector<EntityId> m_selection;
std::vector<BuildingId> m_selectedBuildingIds;
QVBoxLayout* m_layout;
QLabel* m_titleLabel;
@@ -71,7 +71,7 @@ private:
ShipLayoutPreview* m_layoutPreview;
QPushButton* m_configureLayoutBtn;
EntityId m_singleId;
BuildingId m_singleBuildingId;
QPoint m_splitterTile;
std::string m_currentRecipeId;
};