use new signals slots syntax
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@@ -41,43 +41,43 @@ MainWindow::MainWindow(Simulation* sim, const std::string& configDir, QWidget* p
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bottomLayout->addWidget(m_buildButtonGrid, 1);
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// Signals: game world → other panels
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connect(m_gameWorldView, SIGNAL(selectionChanged(std::vector<EntityId>)),
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m_selectedBuildingPanel, SLOT(onSelectionChanged(std::vector<EntityId>)));
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connect(m_gameWorldView, &GameWorldView::selectionChanged,
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m_selectedBuildingPanel, &SelectedBuildingPanel::onSelectionChanged);
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connect(m_gameWorldView, SIGNAL(stateUpdated(Tick, int, double)),
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m_headerBar, SLOT(onStateUpdated(Tick, int, double)));
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connect(m_gameWorldView, &GameWorldView::stateUpdated,
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m_headerBar, &HeaderBar::onStateUpdated);
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connect(m_gameWorldView, SIGNAL(stateUpdated(Tick, int, double)),
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this, SLOT(onStateUpdated(Tick, int, double))); // for affordability
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connect(m_gameWorldView, &GameWorldView::stateUpdated,
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this, &MainWindow::onStateUpdated); // for affordability
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connect(m_gameWorldView, SIGNAL(stateUpdated(Tick, int, double)),
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m_selectedBuildingPanel, SLOT(onStateUpdated(Tick, int, double)));
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connect(m_gameWorldView, &GameWorldView::stateUpdated,
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m_selectedBuildingPanel, &SelectedBuildingPanel::onStateUpdated);
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connect(m_gameWorldView, SIGNAL(gameOver()),
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this, SLOT(onGameOver()));
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connect(m_gameWorldView, &GameWorldView::gameOver,
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this, &MainWindow::onGameOver);
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connect(m_gameWorldView, SIGNAL(escapeMenuRequested()),
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this, SLOT(onEscapeMenuRequested()));
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connect(m_gameWorldView, &GameWorldView::escapeMenuRequested,
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this, &MainWindow::onEscapeMenuRequested);
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// Signals: build grid → game world
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connect(m_buildButtonGrid, SIGNAL(buildingTypeSelected(BuildingType)),
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m_gameWorldView, SLOT(enterBuilderMode(BuildingType)));
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connect(m_buildButtonGrid, &BuildButtonGrid::buildingTypeSelected,
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m_gameWorldView, &GameWorldView::enterBuilderMode);
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connect(m_buildButtonGrid, SIGNAL(builderModeExited()),
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m_gameWorldView, SLOT(exitBuilderMode()));
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connect(m_buildButtonGrid, &BuildButtonGrid::builderModeExited,
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m_gameWorldView, &GameWorldView::exitBuilderMode);
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connect(m_gameWorldView, SIGNAL(builderModeExited()),
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m_buildButtonGrid, SLOT(clearActiveButton()));
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connect(m_gameWorldView, &GameWorldView::builderModeExited,
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m_buildButtonGrid, &BuildButtonGrid::clearActiveButton);
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connect(m_buildButtonGrid, SIGNAL(demolishModeToggleRequested()),
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m_gameWorldView, SLOT(toggleDemolishMode()));
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connect(m_buildButtonGrid, &BuildButtonGrid::demolishModeToggleRequested,
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m_gameWorldView, &GameWorldView::toggleDemolishMode);
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connect(m_gameWorldView, SIGNAL(demolishModeChanged(bool)),
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m_buildButtonGrid, SLOT(setDemolishModeActive(bool)));
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connect(m_gameWorldView, &GameWorldView::demolishModeChanged,
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m_buildButtonGrid, &BuildButtonGrid::setDemolishModeActive);
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// Signals: header bar → game world
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connect(m_headerBar, SIGNAL(speedChanged(double)),
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m_gameWorldView, SLOT(setGameSpeed(double)));
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connect(m_headerBar, &HeaderBar::speedChanged,
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m_gameWorldView, &GameWorldView::setGameSpeed);
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m_gameWorldView->setFocus();
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