move FactoryState ownership out of BuildingSystem to Simulation
Simulation (and ArenaSimulation in the balancing tool) now owns the factory's world data; BuildingSystem holds a reference to it. This is what lets the systems that operate on the data be handed the same state — phase 3's construction and deconstruction systems, and later the ecs/system/ classes that today take a BuildingSystem& only to query it. reset() clears the state alongside m_admin and m_beltSystem, matching how the subsystems were already rebuilt from scratch. Falls short of the tick-argument form I sketched: BuildingSystem still reaches the data through a member reference rather than a parameter. Making it truly stateless means the const query surface has to find the data some other way, and that surface is large — findBuilding alone has 64 call sites, with findSite, getAllBuildings, getAllSites, isTileOccupied and the rest behind it. Doing that needs a queries facade behind Simulation::getBuildings() so the callers do not all move, which is its own decision rather than a side effect of this one. The constructor gains a parameter, so the four owners and the three test fixtures that build a BuildingSystem directly are updated; the 33 files that only use one are untouched. Verified with a golden-checksum capture before and after — all four sample ticks identical. Co-Authored-By: Claude <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
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@@ -48,6 +48,7 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
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{
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m_buildingSystem = std::make_unique<BuildingSystem>(
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m_gameConfig,
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m_factoryState,
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m_beltSystem,
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[this]() { return allocateBuildingId(); },
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[](int) {},
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