Replace CellTag with CellStructure and embed BaseBuilding

The refactor removes the `Buildings` enum and the `building` module,
replacing
`CellTag` with a new `CellStructure` enum that directly holds a
`BaseBuilding`.
A `get_owner` method is added to `BaseBuilding` to support the new
structure.
All related imports, constructors, and rendering logic are updated to
use
`CellStructure` instead of the old tag and building fields.
This commit is contained in:
2026-04-16 21:56:06 +02:00
parent 268e6d98bf
commit 6dc5f8605c
7 changed files with 38 additions and 58 deletions
+1 -1
View File
@@ -9,5 +9,5 @@ pub use main_menu::MainMenuState;
pub use perk_decks::{PerkDecks, PerkDecksState};
pub use settings::SettingsState;
pub use skills_config::SkillsConfigState;
pub use skirmish::{CellTag, GameMode, Players, SkirmishState, ZoomLevel};
pub use skirmish::{CellStructure, GameMode, Players, SkirmishState, ZoomLevel};
pub use skirmish_states::{FocusedCell, Offset};
+3 -3
View File
@@ -1,4 +1,4 @@
use crate::app::states::skirmish_states::BoardState;
use crate::app::{buildings::BaseBuilding, states::skirmish_states::BoardState};
use clap::ValueEnum;
#[derive(Debug, Clone, PartialEq, Eq)]
@@ -22,8 +22,8 @@ pub enum ZoomLevel {
}
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum CellTag {
Base(Players),
pub enum CellStructure {
Base(BaseBuilding),
Tunel,
Stone,
}
+9 -15
View File
@@ -1,7 +1,9 @@
use crate::app::{
buildings::{BaseBuilding, Buildings},
buildings::BaseBuilding,
helpers::{CellSizes, cell_size_helper, cells_area_helper},
states::{CellTag, FocusedCell, Offset, Players, ZoomLevel, skirmish_states::MoveFocusedCell},
states::{
CellStructure, FocusedCell, Offset, Players, ZoomLevel, skirmish_states::MoveFocusedCell,
},
units::{MinerUnit, Units},
widgets::CellWidget,
};
@@ -62,12 +64,12 @@ impl BoardState {
let player_base: bool = row == player_base_coords.0 && col == player_base_coords.1;
let enemy_base: bool = row == enemy_base_coords.0 && col == enemy_base_coords.1;
let tag: CellTag = if player_base {
CellTag::Base(Players::Player)
let structure: CellStructure = if player_base {
CellStructure::Base(BaseBuilding::new(Players::Player))
} else if enemy_base {
CellTag::Base(Players::Enemy)
CellStructure::Base(BaseBuilding::new(Players::Enemy))
} else {
CellTag::Stone
CellStructure::Stone
};
let unit: Option<Units> = if player_base {
@@ -78,16 +80,8 @@ impl BoardState {
None
};
let building: Option<Buildings> = if player_base {
Some(Buildings::Base(BaseBuilding::new(Players::Player)))
} else if enemy_base {
Some(Buildings::Base(BaseBuilding::new(Players::Enemy)))
} else {
None
};
rows.push(CellWidget::new(
row, col, zoom_level, selected, tag, unit, building,
row, col, zoom_level, selected, structure, unit,
));
}