depend on the registry instead of DebrisSystem in the AI path
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@@ -43,8 +43,7 @@ AiSystem::AiSystem(const GameConfig& config)
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{
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}
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void AiSystem::tick(EntityAdmin& admin, const FactoryState& state,
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const DebrisSystem& debris)
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void AiSystem::tick(EntityAdmin& admin, const FactoryState& state)
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{
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TRACE();
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@@ -55,7 +54,7 @@ void AiSystem::tick(EntityAdmin& admin, const FactoryState& state,
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m_retreatEvaluator.evaluate(admin);
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m_attackEvaluator.evaluate(admin);
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m_repairEvaluator.evaluate(admin);
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m_salvageScrapEvaluator.evaluate(admin, debris);
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m_salvageScrapEvaluator.evaluate(admin);
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m_deliverScrapEvaluator.evaluate(admin, state);
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// Phase 2: pick the highest-scoring behavior per ship.
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