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