drop CombatSystem's unused BuildingSystem parameter

The parameter was already commented out in the definition — combat resolution
never touched it. Removing it also removes the last reference to BuildingSystem
from CombatSystem, so the forward declaration goes too.

Co-Authored-By: Claude <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01YHcUerKAZKWNvSKJxYKbnG
This commit is contained in:
2026-08-04 21:34:20 +02:00
parent 7540c21d5c
commit bb50f527d6
5 changed files with 11 additions and 15 deletions

View File

@@ -17,7 +17,6 @@ CombatSystem::CombatSystem(const GameConfig& config)
void CombatSystem::tick(Tick currentTick,
EntityAdmin& admin,
BuildingSystem& /*buildings*/,
std::vector<BeamFiredEvent>& outBeamFiredEvents)
{
TRACE();

View File

@@ -15,7 +15,6 @@
#include "entt/entity/entity.hpp"
class BuildingSystem;
class EntityAdmin;
class CombatSystem
@@ -25,7 +24,6 @@ public:
void tick(Tick currentTick,
EntityAdmin& admin,
BuildingSystem& buildings,
std::vector<BeamFiredEvent>& outBeamFiredEvents);
void applyPendingDamage(Tick currentTick, EntityAdmin& admin);

View File

@@ -267,8 +267,7 @@ void Simulation::tick()
m_repairSystem->tick(m_currentTick, m_beamFiredEvents);
// Step 8: combat resolution
m_combatSystem->tick(m_currentTick, m_admin,
*m_buildingSystem, m_beamFiredEvents);
m_combatSystem->tick(m_currentTick, m_admin, m_beamFiredEvents);
// Step 8b: deferred damage whose impact tick has arrived
m_combatSystem->applyPendingDamage(m_currentTick, m_admin);