drop removeBuilding, which nothing has called for a while
A public mutator that erased a building with no refund and no deconstruction queue, documented as being "used for deaths". Nothing calls it: stations and the HQ became ECS entities, so a death releases its tiles through unregisterTileOccupancy instead, and every player-driven removal goes through deconstruct. Worth removing rather than leaving inert -- it was a way to take a building out of the world that skipped the refund and the queue, sitting in public view on the class whose whole job is that lifecycle. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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@@ -112,10 +112,6 @@ public:
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const std::vector<std::string>& surfaceMask,
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QPoint anchor, Rotation rotation);
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// Remove an operational building by id without refund (used for deaths).
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// Returns true if found and removed.
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bool removeBuilding(FactoryState& state, BuildingId id);
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// Mutable iteration over all operational buildings.
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void forEachBuilding(FactoryState& state, std::function<void(Building&)> fn);
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