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

@@ -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++;
}