depend on the registry instead of DebrisSystem in the AI path

This commit is contained in:
2026-08-05 07:25:59 +02:00
parent 60260540cd
commit 4c166bf47f
16 changed files with 50 additions and 46 deletions

View File

@@ -324,9 +324,9 @@ void ArenaSimulation::tick()
// Ship behavior systems (tick step 7): evaluate, select winner, execute.
// Module + combat systems emit their tool beams into a shared buffer.
m_shipSystem->clearMovementIntents();
m_aiSystem->tick(m_admin, m_factoryState, *m_debrisSystem);
m_aiSystem->tick(m_admin, m_factoryState);
std::vector<BeamFiredEvent> beamFiredEvents;
m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, m_factoryState, beamFiredEvents);
m_salvagerSystem->tick(m_currentTick, m_factoryState, beamFiredEvents);
m_repairSystem->tick(m_currentTick, beamFiredEvents);
// Combat resolution (tick step 8).

View File

@@ -340,7 +340,7 @@ void ArenaView::drawBuildings(QPainter& painter)
void ArenaView::drawDebris(QPainter& painter)
{
const float r = getTilePx() * 0.2f;
for (const DebrisInfo& debris : m_sim->getDebrisSystem().getAllDebrisInfo())
for (const DebrisInfo& debris : getAllDebrisInfo(m_sim->getAdmin()))
{
const QPointF center = worldToWidget(debris.position);
painter.setBrush(QColor(128, 110, 90));