depend on factory data instead of BuildingSystem in the AI path
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@@ -323,9 +323,9 @@ void ArenaSimulation::tick()
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// Ship behavior systems (tick step 7): evaluate, select winner, execute.
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// Module + combat systems emit their tool beams into a shared buffer.
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m_shipSystem->clearMovementIntents();
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m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
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m_aiSystem->tick(m_admin, m_factoryState, *m_debrisSystem);
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std::vector<BeamFiredEvent> beamFiredEvents;
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m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, beamFiredEvents);
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m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, m_factoryState, beamFiredEvents);
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m_repairSystem->tick(m_currentTick, beamFiredEvents);
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// Combat resolution (tick step 8).
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