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

@@ -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;