Rename ship/station scrap drop entities to "debris"
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@@ -9,11 +9,11 @@
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class BuildingSystem;
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class EntityAdmin;
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class ScrapSystem;
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class DebrisSystem;
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// World-mutation system for salvage modules: each module runs a collection cycle
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// on its own cooldown. When a cycle starts it emits a salvage beam toward an
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// in-range scrap pile and schedules the collection of one scrap for mid-beam
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// in-range piece of debris and schedules the collection of one scrap for mid-beam
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// (kBeamImpactDelayTicks later) — mirroring weapon firing. Also delivers full
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// cargo at a SalvageBay. Runs every tick, independent of behavior selection.
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class SalvagerSystem
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@@ -21,18 +21,18 @@ class SalvagerSystem
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public:
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explicit SalvagerSystem(EntityAdmin& admin);
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void tick(Tick currentTick, ScrapSystem& scraps, BuildingSystem& buildings,
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void tick(Tick currentTick, DebrisSystem& debris, BuildingSystem& buildings,
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std::vector<BeamFiredEvent>& outBeamFiredEvents);
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private:
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struct PendingCollection
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{
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entt::entity ship;
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entt::entity scrap;
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entt::entity debris;
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Tick appliesAt;
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};
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void applyPendingCollections(Tick currentTick, ScrapSystem& scraps);
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void applyPendingCollections(Tick currentTick, DebrisSystem& debris);
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EntityAdmin& m_admin;
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std::vector<PendingCollection> m_pendingCollections;
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