Rename Demolish to Deconstruct

This commit is contained in:
2026-07-22 21:40:42 +02:00
parent b2ce20e6ad
commit e20a0bba67
30 changed files with 166 additions and 166 deletions

View File

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