depend on factory data instead of BuildingSystem in the AI path
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@@ -97,14 +97,14 @@ struct Fixture
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void decide()
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{
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ships.clearMovementIntents();
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ai.tick(admin, buildings, scraps);
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ai.tick(admin, state, scraps);
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}
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// World mutation: collection/delivery and healing.
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void runModules()
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{
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beamEvents.clear();
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salvager.tick(tick, scraps, buildings, beamEvents);
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salvager.tick(tick, scraps, state, beamEvents);
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repair.tick(tick, beamEvents);
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}
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@@ -137,7 +137,7 @@ struct Fixture
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void salvageTick()
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{
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beamEvents.clear();
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salvager.tick(tick, scraps, buildings, beamEvents);
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salvager.tick(tick, scraps, state, beamEvents);
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++tick;
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}
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