rename blueprint to schematic
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@@ -33,7 +33,7 @@ void WaveSystem::tickWaveScheduler(Tick currentTick, ShipSystem& ships,
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{
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if (currentTick >= entry.spawnAt)
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{
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ships.spawn(entry.blueprintId, entry.level, entry.position,
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ships.spawn(entry.schematicId, entry.level, entry.position,
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/*isEnemy=*/true);
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}
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else
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@@ -90,7 +90,7 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::composeWave(Tick currentTick,
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// Build eligible ship list with their costs at the current level.
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struct EligibleShip
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{
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std::string blueprintId;
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std::string schematicId;
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double cost;
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};
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std::vector<EligibleShip> eligible;
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@@ -100,7 +100,7 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::composeWave(Tick currentTick,
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if (cost > 0.0)
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{
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EligibleShip es;
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es.blueprintId = def.id;
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es.schematicId = def.id;
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es.cost = cost;
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eligible.push_back(es);
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}
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@@ -151,7 +151,7 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::composeWave(Tick currentTick,
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budget -= chosen.cost;
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SpawnEntry entry;
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entry.blueprintId = chosen.blueprintId;
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entry.schematicId = chosen.schematicId;
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entry.level = shipLevel;
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entry.spawnAt = 0; // set below after all picks are done
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entry.position = QVector2D(xDist(m_rng),
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