Rename ship/station scrap drop entities to "debris"
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@@ -33,7 +33,7 @@ class MovementIntentSystem;
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class RepairSystem;
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class SalvagerSystem;
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class ShipSystem;
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class ScrapSystem;
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class DebrisSystem;
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class WaveSystem;
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class Simulation: public CombinedEventHandler<TracePrintRequestedEvent>
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@@ -122,8 +122,8 @@ public:
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const BeltSystem& getBelts() const;
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ShipSystem& getShips();
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const ShipSystem& getShips() const;
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ScrapSystem& getScraps();
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const ScrapSystem& getScraps() const;
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DebrisSystem& getDebrisSystem();
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const DebrisSystem& getDebrisSystem() const;
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EntityAdmin& getAdmin();
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const EntityAdmin& getAdmin() const;
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@@ -172,7 +172,7 @@ private:
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// Stores their IDs in m_currentEnemyStationIds.
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void placeEnemyStationSet(int generation);
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// Tick step 9: remove dead ships and buildings, drop scrap, handle push.
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// Tick step 9: remove dead ships and buildings, drop debris, handle push.
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void tickDeathsAndLoot();
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// Generate up to 3 schematic choices (REQ-DEF-SCHEMATIC-DROP) for the player.
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@@ -269,7 +269,7 @@ private:
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std::unique_ptr<AiSystem> m_aiSystem;
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std::unique_ptr<MovementIntentSystem> m_movementIntentSystem;
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std::unique_ptr<DynamicBodySystem> m_dynamicBodySystem;
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std::unique_ptr<ScrapSystem> m_scrapSystem;
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std::unique_ptr<DebrisSystem> m_debrisSystem;
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std::unique_ptr<SalvagerSystem> m_salvagerSystem;
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std::unique_ptr<RepairSystem> m_repairSystem;
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std::unique_ptr<WaveSystem> m_waveSystem;
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