change repair_tool application and add beams for salvager and repair_tool
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@@ -140,7 +140,7 @@ void Simulation::reset(unsigned int seed)
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m_playerStation2Entity = entt::null;
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m_currentEnemyStationEntities[0] = entt::null;
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m_currentEnemyStationEntities[1] = entt::null;
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m_weaponFiredEvents.clear();
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m_beamFiredEvents.clear();
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m_pendingSchematicChoices.clear();
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m_admin.clear();
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@@ -248,12 +248,13 @@ void Simulation::tick()
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// movement intent + preferred module targets only — no world mutation).
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m_aiSystem->tick(m_admin, *m_buildingSystem, *m_scrapSystem);
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// Module systems perform the world mutation (collection/delivery, healing).
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m_salvagerSystem->tick(*m_scrapSystem, *m_buildingSystem);
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m_repairSystem->tick();
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// Each emits its tool beams and applies its own delayed (mid-beam) effects.
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m_salvagerSystem->tick(m_currentTick, *m_scrapSystem, *m_buildingSystem, m_beamFiredEvents);
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m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
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// Step 8: combat resolution
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m_combatSystem->tick(m_currentTick, m_admin,
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*m_buildingSystem, m_weaponFiredEvents);
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*m_buildingSystem, m_beamFiredEvents);
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// Step 8b: deferred damage whose impact tick has arrived
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m_combatSystem->applyPendingDamage(m_currentTick, m_admin);
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@@ -828,10 +829,10 @@ bool Simulation::isItemUnlocked(const std::string& itemId) const
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// Drains
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// ---------------------------------------------------------------------------
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std::vector<WeaponFiredEvent> Simulation::drainWeaponFiredEvents()
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std::vector<BeamFiredEvent> Simulation::drainBeamFiredEvents()
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{
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std::vector<WeaponFiredEvent> result;
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result.swap(m_weaponFiredEvents);
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std::vector<BeamFiredEvent> result;
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result.swap(m_beamFiredEvents);
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return result;
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}
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