Rename scrap-drop entity to "debris" in code and config
Implements the requirements rename in the codebase. The salvageable object dropped by destroyed ships and defence stations is now the "debris" entity; the scrap resource it yields (cargo, delivery, smelting, threat, scrap_drop_formula, scrap_per_threat) is unchanged. Entity renames: ScrapDataComponent->DebrisComponent, ScrapSystem->DebrisSystem, ScrapInfo->DebrisInfo, ScrapSelectionChangedEvent->DebrisSelectionChangedEvent (member scrap->debris), spawnScrap->spawnDebris, getScraps->getDebrisSystem, getAllScrapInfo->getAllDebrisInfo, scrapAtWorldPos/scrapInBox->debris*, SalvageScrapBehavior::scrapTarget->debrisTarget, PendingCollection::scrap->debris, ScrapTest.cpp->DebrisTest.cpp. Config key scrap_despawn_seconds-> debris_despawn_seconds (WorldConfig.scrapDespawnSeconds->debrisDespawnSeconds). The salvage/deliver behavior classes keep their names (they act on the scrap resource). Also implements the new REQ-UI-DEBRIS-PANEL behavior in SelectedBuildingPanel: a single selected piece of debris shows a "Debris" heading plus a "Scrap" stat row; a multi/mixed field selection appends "Debris x N" and "Scrap x N" lines. Updates the four renamed REQ-ID references in comments/docs, plus architecture.md and derived.md. All 449 test cases pass; app, tests, and balancing targets build. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
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@@ -26,7 +26,7 @@ class MovementIntentSystem;
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class RepairSystem;
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class SalvagerSystem;
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class ShipSystem;
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class ScrapSystem;
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class DebrisSystem;
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struct ArenaStatus
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{
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@@ -86,7 +86,7 @@ public:
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const ArenaConfig& getArenaConfig() const;
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const BuildingSystem& getBuildings() const;
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const ShipSystem& getShips() const;
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const ScrapSystem& getScraps() const;
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const DebrisSystem& getDebrisSystem() const;
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EntityAdmin& getAdmin();
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const EntityAdmin& getAdmin() const;
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@@ -114,7 +114,7 @@ private:
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std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
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std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
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std::unique_ptr<CombatSystem> m_combatSystem;
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std::unique_ptr<ScrapSystem> m_scrapSystem;
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std::unique_ptr<DebrisSystem> m_debrisSystem;
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std::unique_ptr<SalvagerSystem> m_salvagerSystem;
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std::unique_ptr<RepairSystem> m_repairSystem;
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