depend on factory data instead of BuildingSystem in the AI path

This commit is contained in:
2026-08-05 06:44:49 +02:00
parent 46932e4abf
commit 0408336cf9
17 changed files with 238 additions and 126 deletions

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@@ -260,10 +260,10 @@ void Simulation::tick()
m_shipSystem->clearMovementIntents();
// Score-based behavior selection: evaluate, select winner, execute (sets
// movement intent + preferred module targets only — no world mutation).
m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
m_aiSystem->tick(m_admin, m_factoryState, *m_debrisSystem);
// Module systems perform the world mutation (collection/delivery, healing).
// Each emits its tool beams and applies its own delayed (mid-beam) effects.
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, m_beamFiredEvents);
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, m_factoryState, m_beamFiredEvents);
m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
// Step 8: combat resolution