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