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

@@ -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;