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

@@ -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);