rename EntityId to BuildingId
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@@ -32,7 +32,7 @@ struct Fixture
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{
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GameConfig cfg;
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BeltSystem belts;
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EntityId nextId;
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BuildingId nextBuildingId;
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int stock;
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std::mt19937 rng;
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EntityAdmin admin;
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@@ -46,11 +46,11 @@ struct Fixture
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explicit Fixture()
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: cfg(loadConfig())
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, belts(cfg.world.beltSpeedTilesPerSecond)
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, nextId(1)
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, nextBuildingId(1)
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, stock(0)
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, rng(42)
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, buildings(cfg, belts,
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[this]() { return nextId++; },
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[this]() { return nextBuildingId++; },
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[this](int n) { stock += n; },
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[](const std::string&, QVector2D, const std::optional<ShipLayoutConfig>&) {},
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rng)
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@@ -365,7 +365,7 @@ TEST_CASE("BehaviorSystem: full-cargo salvage ship moves toward SalvageBay", "[b
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{
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Fixture f;
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const EntityId bayId = f.buildings.place(BuildingType::SalvageBay,
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const BuildingId bayId = f.buildings.place(BuildingType::SalvageBay,
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QPoint(-4, 0), Rotation::East, 0);
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Tick t = 0;
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for (int i = 0; i < 500; ++i)
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