add restart button to game over screen

This commit is contained in:
2026-04-21 20:38:18 +02:00
parent 043aaf774a
commit b7f2005504
5 changed files with 76 additions and 1 deletions

View File

@@ -49,6 +49,45 @@ Simulation::Simulation(const GameConfig& config, unsigned int seed)
Simulation::~Simulation() = default;
void Simulation::reset(unsigned int seed)
{
m_rng.seed(seed);
m_currentTick = 0;
m_nextId = 1;
m_buildingBlocksStock = m_config.world.startingBuildingBlocks;
m_gameOver = false;
m_hqId = kInvalidEntityId;
m_playerStation1Id = kInvalidEntityId;
m_playerStation2Id = kInvalidEntityId;
m_currentEnemyStationIds[0] = kInvalidEntityId;
m_currentEnemyStationIds[1] = kInvalidEntityId;
m_fireEvents.clear();
m_blueprintDropEvents.clear();
m_beltSystem = BeltSystem(m_config.world.beltSpeedTilesPerSecond);
m_buildingSystem = std::make_unique<BuildingSystem>(
m_config,
m_beltSystem,
[this]() { return allocateId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
m_rng);
m_shipSystem = std::make_unique<ShipSystem>(m_config, [this]() { return allocateId(); });
m_scrapSystem = std::make_unique<ScrapSystem>([this]() { return allocateId(); });
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
m_blueprintLevels.clear();
for (const ShipDef& def : m_config.ships.ships)
{
BlueprintState state;
state.unlocked = def.availableFromStart;
state.level = def.availableFromStart ? def.blueprint.playerProductionLevel : 0;
m_blueprintLevels[def.id] = state;
}
placeInitialStructures();
}
// ---------------------------------------------------------------------------
// tick
// ---------------------------------------------------------------------------