move FactoryState ownership out of BuildingSystem to Simulation
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@@ -47,6 +47,7 @@ class BuildingSystem
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{
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public:
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BuildingSystem(const GameConfig& config,
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FactoryState& state,
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BeltSystem& belts,
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std::function<BuildingId()> allocateBuildingId,
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std::function<void(int)> addBuildingBlocks,
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@@ -285,6 +286,11 @@ private:
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QPoint anchor) const;
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const GameConfig& m_config;
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// The factory's world data — buildings, queued work, tile ownership. Owned by
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// Simulation, not by this system (see FactoryState.h).
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FactoryState& m_state;
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BeltSystem& m_belts;
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std::function<BuildingId()> m_allocateBuildingId;
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std::function<void(int)> m_addBuildingBlocks;
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@@ -293,9 +299,4 @@ private:
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std::function<bool(const std::string&)> m_isItemUnlocked;
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std::mt19937& m_rng;
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int m_asteroidWidth_tiles;
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// The factory's world data — buildings, queued work, tile ownership. Held here
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// for now; the intent is for Simulation to own it and pass it into the tick
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// methods, leaving this system stateless over it (see FactoryState.h).
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FactoryState m_state;
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};
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