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

@@ -9,7 +9,7 @@
#include <QPoint>
#include "BeltSystem.h"
#include "BlueprintDropEvent.h"
#include "SchematicDropEvent.h"
#include "BuildingType.h"
#include "EntityId.h"
#include "FireEvent.h"
@@ -44,17 +44,17 @@ public:
// internal queue. Call once per rendered frame (REQ-SHP-FIRING-BEAM).
std::vector<FireEvent> drainFireEvents();
// Returns all blueprint drop events since the last drain.
std::vector<BlueprintDropEvent> drainBlueprintDropEvents();
// Returns all schematic drop events since the last drain.
std::vector<SchematicDropEvent> drainSchematicDropEvents();
Tick currentTick() const;
int buildingBlocksStock() const;
bool isGameOver() const;
double threatLevel() const;
// Blueprint state queries.
int blueprintLevel(const std::string& shipId) const;
bool isBlueprintUnlocked(const std::string& shipId) const;
// Schematic state queries.
int schematicLevel(const std::string& shipId) const;
bool isSchematicUnlocked(const std::string& shipId) const;
// Checks affordability, deducts building blocks, and places the building.
// Returns the new entity id, or kInvalidEntityId if blocks are insufficient.
@@ -85,8 +85,8 @@ private:
// Tick step 9: remove dead ships and buildings, drop scrap, handle push.
void tickDeathsAndLoot();
// Award a random blueprint drop (REQ-DEF-BLUEPRINT-DROP) and emit the event.
void awardBlueprintDrop();
// Award a random schematic drop (REQ-DEF-SCHEMATIC-DROP) and emit the event.
void awardSchematicDrop();
GameConfig m_config;
std::mt19937 m_rng;
@@ -102,13 +102,13 @@ private:
EntityId m_playerStation2Id;
EntityId m_currentEnemyStationIds[2];
// Blueprint unlock state (REQ-DEF-BLUEPRINT-DROP).
struct BlueprintState
// Schematic unlock state (REQ-DEF-SCHEMATIC-DROP).
struct SchematicState
{
bool unlocked;
int level;
};
std::map<std::string, BlueprintState> m_blueprintLevels;
std::map<std::string, SchematicState> m_schematicLevels;
BeltSystem m_beltSystem;
std::unique_ptr<BuildingSystem> m_buildingSystem;
@@ -118,5 +118,5 @@ private:
std::unique_ptr<CombatSystem> m_combatSystem;
std::vector<FireEvent> m_fireEvents;
std::vector<BlueprintDropEvent> m_blueprintDropEvents;
std::vector<SchematicDropEvent> m_schematicDropEvents;
};