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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78
src/lib/ecs/system/DebrisSystem.cpp
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78
src/lib/ecs/system/DebrisSystem.cpp
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#include "DebrisSystem.h"
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#include "DespawnAtComponent.h"
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#include "EntityAdmin.h"
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#include "PositionComponent.h"
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#include "DebrisComponent.h"
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#include "tracing.h"
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DebrisSystem::DebrisSystem(EntityAdmin& admin)
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: m_admin(admin)
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{
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}
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entt::entity DebrisSystem::spawn(QVector2D position, int amount, Tick despawnAt)
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{
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return m_admin.spawnDebris(position, amount, despawnAt);
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}
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void DebrisSystem::tickDespawn(Tick currentTick)
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{
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TRACE();
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std::vector<entt::entity> expired;
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m_admin.forEach<DespawnAtComponent>(
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[&expired, currentTick](entt::entity e, DespawnAtComponent& d)
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{
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if (d.tick <= currentTick)
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{
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expired.push_back(e);
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}
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});
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for (entt::entity e : expired)
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{
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m_admin.destroy(e);
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}
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}
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std::optional<int> DebrisSystem::consume(entt::entity entity)
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{
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if (!m_admin.isValid(entity) || !m_admin.hasAll<DebrisComponent>(entity))
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{
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return std::nullopt;
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}
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int amount = m_admin.get<DebrisComponent>(entity).amount;
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m_admin.destroy(entity);
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return amount;
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}
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bool DebrisSystem::collectOne(entt::entity entity)
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{
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if (!m_admin.isValid(entity) || !m_admin.hasAll<DebrisComponent>(entity))
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{
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return false;
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}
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DebrisComponent& data = m_admin.get<DebrisComponent>(entity);
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if (data.amount <= 0)
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{
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return false;
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}
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--data.amount;
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if (data.amount <= 0)
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{
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m_admin.destroy(entity);
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}
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return true;
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}
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std::vector<DebrisInfo> DebrisSystem::getAllDebrisInfo() const
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{
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std::vector<DebrisInfo> result;
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m_admin.forEach<DebrisComponent>(
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[&result, this](entt::entity e, const DebrisComponent& sd)
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{
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result.push_back(DebrisInfo{e, m_admin.get<PositionComponent>(e).value, sd.amount});
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});
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return result;
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}
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