depend on the registry instead of DebrisSystem in the AI path
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@@ -324,9 +324,9 @@ void ArenaSimulation::tick()
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// Ship behavior systems (tick step 7): evaluate, select winner, execute.
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// Module + combat systems emit their tool beams into a shared buffer.
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m_shipSystem->clearMovementIntents();
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m_aiSystem->tick(m_admin, m_factoryState, *m_debrisSystem);
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m_aiSystem->tick(m_admin, m_factoryState);
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std::vector<BeamFiredEvent> beamFiredEvents;
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m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, m_factoryState, beamFiredEvents);
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m_salvagerSystem->tick(m_currentTick, m_factoryState, beamFiredEvents);
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m_repairSystem->tick(m_currentTick, beamFiredEvents);
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// Combat resolution (tick step 8).
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@@ -340,7 +340,7 @@ void ArenaView::drawBuildings(QPainter& painter)
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void ArenaView::drawDebris(QPainter& painter)
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{
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const float r = getTilePx() * 0.2f;
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for (const DebrisInfo& debris : m_sim->getDebrisSystem().getAllDebrisInfo())
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for (const DebrisInfo& debris : getAllDebrisInfo(m_sim->getAdmin()))
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{
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const QPointF center = worldToWidget(debris.position);
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painter.setBrush(QColor(128, 110, 90));
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