rename blueprint to schematic
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@@ -233,8 +233,8 @@ TEST_CASE("WaveSystem: only eligible ships (cost > 0) appear in waves", "[wave]"
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{
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if (!s.isEnemy) { continue; }
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// salvage_ship and repair_ship have cost_formula = "0" and must not spawn.
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REQUIRE(s.blueprintId != "salvage_ship");
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REQUIRE(s.blueprintId != "repair_ship");
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REQUIRE(s.schematicId != "salvage_ship");
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REQUIRE(s.schematicId != "repair_ship");
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}
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}
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@@ -266,7 +266,7 @@ TEST_CASE("WaveSystem: destroying both enemy stations triggers a push", "[wave]"
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REQUIRE(enemyCount == 2);
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}
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TEST_CASE("WaveSystem: push emits exactly one BlueprintDropEvent", "[wave]")
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TEST_CASE("WaveSystem: push emits exactly one SchematicDropEvent", "[wave]")
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{
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Simulation sim(loadConfig(), 42);
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@@ -280,11 +280,11 @@ TEST_CASE("WaveSystem: push emits exactly one BlueprintDropEvent", "[wave]")
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sim.tick();
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const std::vector<BlueprintDropEvent> events = sim.drainBlueprintDropEvents();
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const std::vector<SchematicDropEvent> events = sim.drainSchematicDropEvents();
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REQUIRE(events.size() == 1);
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}
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TEST_CASE("WaveSystem: push blueprint drop awards a known ship id", "[wave]")
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TEST_CASE("WaveSystem: push schematic drop awards a known ship id", "[wave]")
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{
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Simulation sim(loadConfig(), 42);
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@@ -297,13 +297,13 @@ TEST_CASE("WaveSystem: push blueprint drop awards a known ship id", "[wave]")
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});
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sim.tick();
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const std::vector<BlueprintDropEvent> events = sim.drainBlueprintDropEvents();
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const std::vector<SchematicDropEvent> events = sim.drainSchematicDropEvents();
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REQUIRE(events.size() == 1);
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bool validId = false;
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for (const ShipDef& def : sim.config().ships.ships)
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{
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if (def.id == events[0].blueprintId)
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if (def.id == events[0].schematicId)
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{
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validId = true;
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break;
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