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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@@ -1,13 +1,13 @@
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#pragma once
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class EntityAdmin;
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class ScrapSystem;
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class DebrisSystem;
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// When cargo is not full, finds the nearest scrap within sensor range and sets
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// it as the target, scoring high. Scores inactive when cargo is full or no scrap
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// When cargo is not full, finds the nearest debris within sensor range and sets
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// it as the target, scoring high. Scores inactive when cargo is full or no debris
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// is in range (Advance then handles roaming).
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class SalvageScrapEvaluator
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{
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public:
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void evaluate(EntityAdmin& admin, const ScrapSystem& scraps);
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void evaluate(EntityAdmin& admin, const DebrisSystem& debris);
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};
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