rename EntityId to BuildingId
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@@ -45,7 +45,7 @@ static const BuildingDef* findShipyardDef(const GameConfig& cfg)
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return nullptr;
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}
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static EntityId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
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static BuildingId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
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{
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return sim.buildings().placeImmediate(
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BuildingType::Shipyard,
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@@ -54,7 +54,7 @@ static EntityId placeShipyard(Simulation& sim, const BuildingDef& yardDef)
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Rotation::East);
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}
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static void fillMaterials(Simulation& sim, EntityId yardId,
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static void fillMaterials(Simulation& sim, BuildingId yardId,
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const ShipDef& def,
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const ShipLayoutConfig& layout)
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{
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@@ -199,7 +199,7 @@ TEST_CASE("Shipyard: setShipLayout reinitializes buffers with module materials",
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const BuildingDef* yardDef = findShipyardDef(sim.config());
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REQUIRE(yardDef != nullptr);
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const EntityId yardId = placeShipyard(sim, *yardDef);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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sim.buildings().setRecipe(yardId, "interceptor");
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ShipLayoutConfig layout;
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@@ -228,7 +228,7 @@ TEST_CASE("Shipyard: setShipLayout cancels in-progress production",
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const BuildingDef* yardDef = findShipyardDef(sim.config());
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REQUIRE(yardDef != nullptr);
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const EntityId yardId = placeShipyard(sim, *yardDef);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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sim.buildings().setRecipe(yardId, "interceptor");
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// Fill materials and tick to start production.
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@@ -261,7 +261,7 @@ TEST_CASE("Shipyard: setRecipe clears ship layout", "[modules][shipyard]")
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const BuildingDef* yardDef = findShipyardDef(sim.config());
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REQUIRE(yardDef != nullptr);
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const EntityId yardId = placeShipyard(sim, *yardDef);
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const BuildingId yardId = placeShipyard(sim, *yardDef);
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sim.buildings().setRecipe(yardId, "interceptor");
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ShipLayoutConfig layout;
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