Rename ship/station scrap drop entities to "debris"
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@@ -22,7 +22,7 @@
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#include "PositionComponent.h"
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#include "RepairSystem.h"
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#include "SalvagerSystem.h"
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#include "ScrapSystem.h"
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#include "DebrisSystem.h"
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#include "ShipIdentityComponent.h"
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#include "ShipSystem.h"
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#include "ShipsConfig.h"
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@@ -63,7 +63,7 @@ ArenaSimulation::ArenaSimulation(const GameConfig& gameConfig,
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m_movementIntentSystem = std::make_unique<MovementIntentSystem>();
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m_dynamicBodySystem = std::make_unique<DynamicBodySystem>();
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m_combatSystem = std::make_unique<CombatSystem>(m_gameConfig);
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m_scrapSystem = std::make_unique<ScrapSystem>(m_admin);
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m_debrisSystem = std::make_unique<DebrisSystem>(m_admin);
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m_salvagerSystem = std::make_unique<SalvagerSystem>(m_admin);
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m_repairSystem = std::make_unique<RepairSystem>(m_admin);
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@@ -322,9 +322,9 @@ void ArenaSimulation::tick()
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// Ship behavior systems (tick step 7): evaluate, select winner, execute.
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// Module + combat systems emit their tool beams into a shared buffer.
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m_shipSystem->clearMovementIntents();
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m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
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m_aiSystem->tick(m_admin, *m_buildingSystem, *m_debrisSystem);
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std::vector<BeamFiredEvent> beamFiredEvents;
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m_salvagerSystem->tick(m_currentTick, *m_scrapSystem, *m_buildingSystem, beamFiredEvents);
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m_salvagerSystem->tick(m_currentTick, *m_debrisSystem, *m_buildingSystem, beamFiredEvents);
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m_repairSystem->tick(m_currentTick, beamFiredEvents);
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// Combat resolution (tick step 8).
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@@ -340,7 +340,7 @@ void ArenaSimulation::tick()
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m_dynamicBodySystem->tick(m_admin);
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// Scrap despawn (tick step 11).
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m_scrapSystem->tickDespawn(m_currentTick);
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m_debrisSystem->tickDespawn(m_currentTick);
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++m_currentTick;
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@@ -371,8 +371,8 @@ void ArenaSimulation::tickDeaths()
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if (si.scrapDrop > 0)
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{
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const Tick despawnAt = m_currentTick
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+ secondsToTicks(m_gameConfig.world.scrapDespawnSeconds);
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m_scrapSystem->spawn(pos.value, si.scrapDrop, despawnAt);
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+ secondsToTicks(m_gameConfig.world.debrisDespawnSeconds);
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m_debrisSystem->spawn(pos.value, si.scrapDrop, despawnAt);
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}
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m_shipSystem->despawn(deadEntity);
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}
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@@ -497,9 +497,9 @@ const ShipSystem& ArenaSimulation::getShips() const
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return *m_shipSystem;
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}
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const ScrapSystem& ArenaSimulation::getScraps() const
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const DebrisSystem& ArenaSimulation::getDebrisSystem() const
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{
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return *m_scrapSystem;
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return *m_debrisSystem;
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}
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EntityAdmin& ArenaSimulation::getAdmin()
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