rename EntityId to BuildingId
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@@ -12,7 +12,7 @@
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#include "BuildingSystem.h"
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#include "BuildingType.h"
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#include "ConfigLoader.h"
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#include "EntityId.h"
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#include "BuildingId.h"
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#include "Rotation.h"
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#include "Simulation.h"
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#include "SurfaceMask.h"
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@@ -521,13 +521,13 @@ TEST_CASE("Blueprint placement: buildings land at anchor + offset from cursor",
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const QPoint offsetA(-1, 0);
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const QPoint offsetB( 1, 0);
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const EntityId idA = sim.tryPlaceBuilding(
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const BuildingId idA = sim.tryPlaceBuilding(
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BuildingType::Belt, cursor + offsetA, Rotation::East);
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const EntityId idB = sim.tryPlaceBuilding(
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const BuildingId idB = sim.tryPlaceBuilding(
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BuildingType::Belt, cursor + offsetB, Rotation::East);
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REQUIRE(idA != kInvalidEntityId);
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REQUIRE(idB != kInvalidEntityId);
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REQUIRE(idA != kInvalidBuildingId);
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REQUIRE(idB != kInvalidBuildingId);
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REQUIRE(sim.buildings().isTileOccupied(cursor + offsetA)); // (-6, 0)
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REQUIRE(sim.buildings().isTileOccupied(cursor + offsetB)); // (-4, 0)
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REQUIRE_FALSE(sim.buildings().isTileOccupied(cursor)); // center not occupied
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@@ -555,7 +555,7 @@ TEST_CASE("Blueprint placement: cost is deducted for each building in sequence",
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REQUIRE(sim.buildingBlocksStock() == startBlocks - 2 * beltCost);
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}
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TEST_CASE("Blueprint placement: insufficient blocks returns kInvalidEntityId and deducts nothing",
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TEST_CASE("Blueprint placement: insufficient blocks returns kInvalidBuildingId and deducts nothing",
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"[blueprint]")
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{
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Simulation sim(loadConfig());
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@@ -578,11 +578,11 @@ TEST_CASE("Blueprint placement: insufficient blocks returns kInvalidEntityId and
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}
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const int blocksBeforeAttempt = sim.buildingBlocksStock();
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const EntityId id = sim.tryPlaceBuilding(
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const BuildingId id = sim.tryPlaceBuilding(
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BuildingType::Miner, QPoint(col - 2, 0), Rotation::East);
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// Placement must fail and leave the stock unchanged.
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REQUIRE(id == kInvalidEntityId);
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REQUIRE(id == kInvalidBuildingId);
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REQUIRE(sim.buildingBlocksStock() == blocksBeforeAttempt);
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}
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@@ -618,8 +618,8 @@ TEST_CASE("Blueprint placement: setRecipe on construction site stores recipe", "
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Simulation sim(loadConfig());
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// Miner body cells: (0,0),(1,0),(0,1) — all at x < 0, valid for asteroid.
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const EntityId id = sim.tryPlaceBuilding(BuildingType::Miner, QPoint(-2, 0), Rotation::East);
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REQUIRE(id != kInvalidEntityId);
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const BuildingId id = sim.tryPlaceBuilding(BuildingType::Miner, QPoint(-2, 0), Rotation::East);
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REQUIRE(id != kInvalidBuildingId);
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sim.buildings().setRecipe(id, "mine_iron_ore");
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@@ -633,8 +633,8 @@ TEST_CASE("Blueprint placement: recipe transfers to building after construction
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{
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Simulation sim(loadConfig());
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const EntityId id = sim.tryPlaceBuilding(BuildingType::Miner, QPoint(-2, 0), Rotation::East);
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REQUIRE(id != kInvalidEntityId);
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const BuildingId id = sim.tryPlaceBuilding(BuildingType::Miner, QPoint(-2, 0), Rotation::East);
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REQUIRE(id != kInvalidBuildingId);
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sim.buildings().setRecipe(id, "mine_copper_ore");
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// Miner construction_time_seconds = 10 → completesAt = secondsToTicks(10) = 300.
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