depend on factory data instead of BuildingSystem in the AI path
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@@ -1,4 +1,5 @@
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#include "SalvagerSystem.h"
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#include "FactoryQueries.h"
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#include <vector>
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@@ -23,7 +24,7 @@ SalvagerSystem::SalvagerSystem(EntityAdmin& admin)
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{
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}
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void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
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void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, FactoryState& state,
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std::vector<BeamFiredEvent>& outBeamFiredEvents)
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{
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TRACE();
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@@ -89,7 +90,7 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
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[&](entt::entity ship, const DeliverScrapBehavior& deliver, const PositionComponent& pos)
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{
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if (!deliver.deliveryBay.has_value()) { return; }
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const Building* bay = buildings.findBuilding(*deliver.deliveryBay);
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const Building* bay = findBuilding(state, *deliver.deliveryBay);
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if (!bay) { return; }
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const QVector2D bayCenter(bay->anchor.x() + bay->footprint.width() / 2.0f,
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@@ -100,7 +101,7 @@ void SalvagerSystem::tick(Tick currentTick, DebrisSystem& debris, BuildingSystem
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if (!m_admin.hasAll<CargoComponent>(ship)) { return; }
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CargoComponent& cargo = m_admin.get<CargoComponent>(ship);
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if (cargo.current <= 0) { return; }
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if (buildings.deliverScrapToSalvageBay(*deliver.deliveryBay))
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if (deliverScrapToSalvageBay(state, *deliver.deliveryBay))
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{
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--cargo.current;
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}
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