Rename ship/station scrap drop entities to "debris"
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@@ -14,8 +14,8 @@
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#include "HealthComponent.h"
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#include "HqProxyComponent.h"
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#include "ModuleOwnerComponent.h"
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#include "ScrapDataComponent.h"
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#include "ScrapSystem.h"
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#include "DebrisComponent.h"
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#include "DebrisSystem.h"
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#include "ShipSystem.h"
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#include "Simulation.h"
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#include "AttackBehavior.h"
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@@ -408,7 +408,7 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
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Simulation sim(loadConfig(), 42);
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// Scrap dropped on death is derived from the ship's as-built threat cost
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// (REQ-RES-SCRAP-DROP): round(threat * scrap_per_threat). The interceptor's
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// (REQ-RES-DEBRIS-DROP): round(threat * scrap_per_threat). The interceptor's
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// threat is 59.0 and the test config sets scrap_per_threat = 1.0, so it drops
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// round(59.0 * 1.0) = 59 scrap.
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const entt::entity ship = sim.getShips().spawn("interceptor",
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@@ -417,9 +417,9 @@ TEST_CASE("CombatSystem: scrap is spawned on ship death", "[combat]")
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sim.tick();
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const std::vector<ScrapInfo> scraps = sim.getScraps().getAllScrapInfo();
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const std::vector<DebrisInfo> scraps = sim.getDebrisSystem().getAllDebrisInfo();
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REQUIRE(scraps.size() == 1);
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CHECK(sim.getAdmin().get<ScrapDataComponent>(scraps[0].entity).amount == 59);
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CHECK(sim.getAdmin().get<DebrisComponent>(scraps[0].entity).amount == 59);
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}
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TEST_CASE("CombatSystem: HQ death sets game over", "[combat]")
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