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

View File

@@ -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)
{