depend on the registry instead of DebrisSystem in the AI path
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@@ -10,7 +10,6 @@
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#include "entt/entity/entity.hpp"
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class EntityAdmin;
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class DebrisSystem;
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// World-mutation system for salvage modules: each module runs a collection cycle
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// on its own cooldown. When a cycle starts it emits a salvage beam toward an
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@@ -22,7 +21,7 @@ class SalvagerSystem
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public:
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explicit SalvagerSystem(EntityAdmin& admin);
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void tick(Tick currentTick, DebrisSystem& debris, FactoryState& state,
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void tick(Tick currentTick, FactoryState& state,
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std::vector<BeamFiredEvent>& outBeamFiredEvents);
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private:
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@@ -33,7 +32,7 @@ private:
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Tick appliesAt;
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};
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void applyPendingCollections(Tick currentTick, DebrisSystem& debris);
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void applyPendingCollections(Tick currentTick);
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EntityAdmin& m_admin;
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std::vector<PendingCollection> m_pendingCollections;
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