rename blueprint to schematic

This commit is contained in:
2026-04-26 21:00:55 +02:00
parent 774f5dee28
commit fb83db98ab
27 changed files with 153 additions and 153 deletions

View File

@@ -30,9 +30,9 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
[this]() { return allocateId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos) {
const std::map<std::string, BlueprintState>::const_iterator it =
m_blueprintLevels.find(id);
if (it == m_blueprintLevels.end() || !it->second.unlocked)
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(id);
if (it == m_schematicLevels.end() || !it->second.unlocked)
{
return;
}
@@ -44,13 +44,13 @@ Simulation::Simulation(GameConfig config, unsigned int seed)
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
// Initialize blueprint unlock state.
// Initialize schematic unlock state.
for (const ShipDef& def : m_config.ships.ships)
{
BlueprintState state;
SchematicState state;
state.unlocked = def.availableFromStart;
state.level = def.availableFromStart ? def.blueprint.playerProductionLevel : 0;
m_blueprintLevels[def.id] = state;
state.level = def.availableFromStart ? def.schematic.playerProductionLevel : 0;
m_schematicLevels[def.id] = state;
}
placeInitialStructures();
@@ -82,7 +82,7 @@ void Simulation::reset(unsigned int seed)
m_currentEnemyStationIds[0] = kInvalidEntityId;
m_currentEnemyStationIds[1] = kInvalidEntityId;
m_fireEvents.clear();
m_blueprintDropEvents.clear();
m_schematicDropEvents.clear();
m_beltSystem = BeltSystem(m_config.world.beltSpeedTilesPerSecond);
m_buildingSystem = std::make_unique<BuildingSystem>(
@@ -91,9 +91,9 @@ void Simulation::reset(unsigned int seed)
[this]() { return allocateId(); },
[this](int amount) { m_buildingBlocksStock += amount; },
[this](const std::string& id, QVector2D pos) {
const std::map<std::string, BlueprintState>::const_iterator it =
m_blueprintLevels.find(id);
if (it == m_blueprintLevels.end() || !it->second.unlocked)
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(id);
if (it == m_schematicLevels.end() || !it->second.unlocked)
{
return;
}
@@ -105,13 +105,13 @@ void Simulation::reset(unsigned int seed)
m_waveSystem = std::make_unique<WaveSystem>(m_config, m_rng);
m_combatSystem = std::make_unique<CombatSystem>(m_config);
m_blueprintLevels.clear();
m_schematicLevels.clear();
for (const ShipDef& def : m_config.ships.ships)
{
BlueprintState state;
SchematicState state;
state.unlocked = def.availableFromStart;
state.level = def.availableFromStart ? def.blueprint.playerProductionLevel : 0;
m_blueprintLevels[def.id] = state;
state.level = def.availableFromStart ? def.schematic.playerProductionLevel : 0;
m_schematicLevels[def.id] = state;
}
placeInitialStructures();
@@ -290,7 +290,7 @@ void Simulation::tickDeathsAndLoot()
// Look up scrap drop amount from config.
for (const ShipDef& def : m_config.ships.ships)
{
if (def.id == s->blueprintId && def.loot.scrapDrop > 0)
if (def.id == s->schematicId && def.loot.scrapDrop > 0)
{
const Tick despawnAt = m_currentTick
+ secondsToTicks(m_config.world.scrapDespawnSeconds);
@@ -366,11 +366,11 @@ void Simulation::tickDeathsAndLoot()
{
m_waveSystem->applyPush();
placeEnemyStationSet(m_waveSystem->generation());
awardBlueprintDrop();
awardSchematicDrop();
}
}
void Simulation::awardBlueprintDrop()
void Simulation::awardSchematicDrop()
{
std::vector<std::string> ids;
ids.reserve(m_config.ships.ships.size());
@@ -382,16 +382,16 @@ void Simulation::awardBlueprintDrop()
std::uniform_int_distribution<int> dist(0, static_cast<int>(ids.size()) - 1);
const std::string chosen = ids[static_cast<std::size_t>(dist(m_rng))];
BlueprintState& state = m_blueprintLevels.at(chosen);
SchematicState& state = m_schematicLevels.at(chosen);
const bool wasNew = !state.unlocked;
state.unlocked = true;
state.level += 1;
BlueprintDropEvent evt;
evt.blueprintId = chosen;
SchematicDropEvent evt;
evt.schematicId = chosen;
evt.newLevel = state.level;
evt.wasNewUnlock = wasNew;
m_blueprintDropEvents.push_back(evt);
m_schematicDropEvents.push_back(evt);
}
// ---------------------------------------------------------------------------
@@ -405,10 +405,10 @@ std::vector<FireEvent> Simulation::drainFireEvents()
return result;
}
std::vector<BlueprintDropEvent> Simulation::drainBlueprintDropEvents()
std::vector<SchematicDropEvent> Simulation::drainSchematicDropEvents()
{
std::vector<BlueprintDropEvent> result;
result.swap(m_blueprintDropEvents);
std::vector<SchematicDropEvent> result;
result.swap(m_schematicDropEvents);
return result;
}
@@ -436,22 +436,22 @@ double Simulation::threatLevel() const
return m_waveSystem->threatLevel();
}
int Simulation::blueprintLevel(const std::string& shipId) const
int Simulation::schematicLevel(const std::string& shipId) const
{
const std::map<std::string, BlueprintState>::const_iterator it =
m_blueprintLevels.find(shipId);
if (it == m_blueprintLevels.end())
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(shipId);
if (it == m_schematicLevels.end())
{
return 0;
}
return it->second.level;
}
bool Simulation::isBlueprintUnlocked(const std::string& shipId) const
bool Simulation::isSchematicUnlocked(const std::string& shipId) const
{
const std::map<std::string, BlueprintState>::const_iterator it =
m_blueprintLevels.find(shipId);
if (it == m_blueprintLevels.end())
const std::map<std::string, SchematicState>::const_iterator it =
m_schematicLevels.find(shipId);
if (it == m_schematicLevels.end())
{
return false;
}