rename blueprint to schematic
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@@ -111,7 +111,7 @@ void BuildingSystem::initShipyardBuffers(Building& b) const
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{
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return;
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}
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for (const RecipeIngredient& ing : def->blueprint.materials)
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for (const RecipeIngredient& ing : def->schematic.materials)
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{
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const ItemType type{ing.item};
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b.inputBuffer.counts[type] = 0;
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@@ -666,7 +666,7 @@ void BuildingSystem::tickShipyardProduction(Tick currentTick)
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// Idle: check if all materials are available to start a new cycle.
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bool inputsOk = true;
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for (const RecipeIngredient& ing : shipDef->blueprint.materials)
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for (const RecipeIngredient& ing : shipDef->schematic.materials)
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{
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const ItemType type{ing.item};
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const std::map<ItemType, int>::const_iterator it =
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@@ -684,7 +684,7 @@ void BuildingSystem::tickShipyardProduction(Tick currentTick)
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}
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// Consume materials and start the production cycle.
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for (const RecipeIngredient& ing : shipDef->blueprint.materials)
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for (const RecipeIngredient& ing : shipDef->schematic.materials)
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{
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building.inputBuffer.counts[ItemType{ing.item}] -= ing.amount;
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}
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@@ -692,7 +692,7 @@ void BuildingSystem::tickShipyardProduction(Tick currentTick)
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Production prod;
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prod.recipeId = building.recipeId;
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prod.completesAt = currentTick
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+ secondsToTicks(shipDef->blueprint.productionTimeSeconds);
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+ secondsToTicks(shipDef->schematic.productionTimeSeconds);
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building.production = std::move(prod);
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}
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}
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