allow to inspect balancing arena
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@@ -256,6 +256,7 @@ void ArenaSimulation::tick()
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// Combat resolution (tick step 8).
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std::vector<FireEvent> fireEvents;
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m_combatSystem->tick(m_currentTick, *m_shipSystem, *m_buildingSystem, fireEvents);
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m_fireEvents.insert(m_fireEvents.end(), fireEvents.begin(), fireEvents.end());
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m_combatSystem->applyPendingDamage(m_currentTick, *m_shipSystem, *m_buildingSystem);
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// Deaths (tick step 9, simplified).
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@@ -375,6 +376,57 @@ void ArenaSimulation::tickDeaths()
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}
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}
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void ArenaSimulation::tickOnce()
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{
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if (!m_finished)
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{
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tick();
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updateStatus();
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}
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}
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std::vector<FireEvent> ArenaSimulation::drainFireEvents()
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{
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std::vector<FireEvent> result;
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result.swap(m_fireEvents);
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return result;
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}
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bool ArenaSimulation::isFinished() const
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{
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return m_finished;
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}
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int ArenaSimulation::winnerTeam() const
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{
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return m_winnerTeam;
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}
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Tick ArenaSimulation::currentTick() const
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{
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return m_currentTick;
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}
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const ArenaConfig& ArenaSimulation::arenaConfig() const
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{
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return m_arenaConfig;
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}
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const BuildingSystem& ArenaSimulation::buildings() const
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{
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return *m_buildingSystem;
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}
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const ShipSystem& ArenaSimulation::ships() const
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{
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return *m_shipSystem;
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}
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const ScrapSystem& ArenaSimulation::scraps() const
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{
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return *m_scrapSystem;
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}
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void ArenaSimulation::updateStatus()
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{
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ArenaStatus newStatus;
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