make deconstruction its own system
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@@ -2,6 +2,7 @@
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#include "FactoryQueries.h"
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#include "ConstructionSystem.h"
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#include "DeconstructionSystem.h"
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#include "PlacementRules.h"
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#include <algorithm>
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@@ -125,6 +126,8 @@ void Simulation::initializeSubsystems()
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[this](const std::string& itemId) -> bool { return isItemUnlocked(itemId); },
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m_rng);
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m_constructionSystem = std::make_unique<ConstructionSystem>(m_config);
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m_deconstructionSystem = std::make_unique<DeconstructionSystem>(
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m_config, [this](int amount) { m_buildingBlocksStock += amount; });
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m_shipSystem = std::make_unique<ShipSystem>(m_config, m_admin);
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m_aiSystem = std::make_unique<AiSystem>(m_config);
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m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
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@@ -246,7 +249,7 @@ void Simulation::tick()
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// Construction + production pipeline
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m_constructionSystem->tick(m_factoryState, m_beltSystem, m_currentTick);
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m_buildingSystem->tickDeconstruction(m_factoryState, m_currentTick); // parallel to construction
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m_deconstructionSystem->tick(m_factoryState, m_currentTick); // parallel to construction
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m_buildingSystem->tickBeltPull(m_factoryState); // step 3
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m_buildingSystem->tickProduction(m_factoryState, m_currentTick); // step 4
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m_buildingSystem->tickShipyardProduction(m_factoryState, m_currentTick); // step 4b
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