split MovementSystem to MovementIntentSystem and DynamicBodySystem
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@@ -12,7 +12,8 @@
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#include "CombatSystem.h"
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#include "EcsComponents.h"
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#include "EntityAdmin.h"
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#include "MovementSystem.h"
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#include "DynamicBodySystem.h"
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#include "MovementIntentSystem.h"
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#include "ScrapSystem.h"
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#include "Ship.h"
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#include "ShipSystem.h"
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@@ -45,7 +46,8 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
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m_shipSystem = std::make_unique<ShipSystem>(m_gameConfig, m_admin);
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m_aiSystem = std::make_unique<AiSystem>();
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m_movementSystem = std::make_unique<MovementSystem>();
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m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
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m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
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m_combatSystem = std::make_unique<CombatSystem>(m_gameConfig);
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m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
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@@ -255,7 +257,8 @@ void ArenaSimulation::tick()
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tickDeaths();
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// Movement (tick step 10).
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m_movementSystem->tick(m_admin);
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m_movementIntentSystem->tick(m_admin);
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m_dynamicBodySystem->tick(m_admin);
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// Scrap despawn (tick step 11).
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m_scrapSystem->tickDespawn(m_currentTick);
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