Rename Demolish to Deconstruct
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@@ -54,7 +54,7 @@ public:
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std::function<bool(const std::string&)> isItemUnlocked,
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std::mt19937& rng);
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// -- Placement / demolish ------------------------------------------------
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// -- Placement / deconstruct ------------------------------------------------
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// Returns the new entity id, or nullopt if the placement falls outside the
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// world bounds (vertical extent and asteroid left edge). Belt and Splitter
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// register with BeltSystem directly; other types enter the construction
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@@ -77,13 +77,13 @@ public:
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// Defaults to world.regions.asteroid_width_tiles at construction.
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void setAsteroidWidth_tiles(int widthTiles) { m_asteroidWidth_tiles = widthTiles; }
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// Mark a building or construction site for demolition (REQ-BLD-DEMOLISH).
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// Mark a building or construction site for demolition (REQ-BLD-DECONSTRUCT).
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// A construction site is removed instantly and the full cost is returned.
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// A fully-built building is instead appended to the deconstruction queue
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// (REQ-BLD-DECON-QUEUE) and stops operating at once; its (partial) refund is
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// credited later, on completion in tickDeconstruction, so this returns 0 for
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// it. Returns 0 for unknown ids and for a building already queued.
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int demolish(BuildingId id, Tick currentTick);
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int deconstruct(BuildingId id, Tick currentTick);
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// Take a building back out of the deconstruction queue before it is removed
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// (REQ-BLD-DECON-QUEUE). Clears its queued flag and resumes operation
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