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

@@ -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);