extract Simulation::initializeSubsystems to remove duplicate code

This commit is contained in:
2026-08-03 20:59:00 +02:00
parent 553a7e0701
commit ca727bef35
2 changed files with 14 additions and 29 deletions

View File

@@ -48,32 +48,7 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
m_currentEnemyStationEntities[0] = entt::null;
m_currentEnemyStationEntities[1] = entt::null;
m_buildingSystem = std::make_unique<BuildingSystem>(
m_config,
m_beltSystem,
[this]() { return allocateBuildingId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos,
const std::optional<ShipLayoutConfig>& layout) {
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(id);
if (it == m_schematicLevels.end() || !it->second.unlocked)
{
return;
}
m_shipSystem->spawn(id, pos, /*isEnemy=*/false, layout);
},
[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
m_rng);
m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
m_aiSystem = std::make_unique<AiSystem>(m_config);
m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
m_debrisSystem = std::make_unique<DebrisSystem>(m_admin);
m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
initializeSubsystems();
initializeUnlockState();
placeInitialStructures();
@@ -120,6 +95,14 @@ void Simulation::reset(unsigned int seed)
m_admin.clear();
m_beltSystem = BeltSystem(m_config.world.beltSpeed_tps);
initializeSubsystems();
initializeUnlockState();
placeInitialStructures();
}
void Simulation::initializeSubsystems()
{
m_buildingSystem = std::make_unique<BuildingSystem>(
m_config,
m_beltSystem,
@@ -146,9 +129,6 @@ void Simulation::reset(unsigned int seed)
m_repairSystem = std::make_unique<RepairSystem>(m_admin);
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
initializeUnlockState();
placeInitialStructures();
}
void Simulation::initializeUnlockState()