fix issue where status light was flickering to yellow for one tick between cycles
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@@ -53,6 +53,16 @@ double computeShipyardProductionTimeSeconds(
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// True when a production cycle could start right now, ignoring output-buffer space.
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bool hasInputsToStart(const GameConfig& config, const Building& b);
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// True when the building's output side can take `outputItemCount` more items beside
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// what it already holds. An emerging item has not left the building yet and so still
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// counts against the capacity (REQ-MAT-OUTPUT-EMERGE, REQ-MAT-OUTPUT-BUFFER).
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bool outputBufferHasRoom(const Building& b, int outputItemCount);
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// True when a production cycle could actually start right now: some candidate recipe
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// has its inputs *and* its output fits (REQ-MAT-CYCLE). Stricter than
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// hasInputsToStart, which looks at the input buffers alone.
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bool canStartCycle(const GameConfig& config, const Building& b);
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// Status light for a building, or nullopt for types that show none — belts,
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// splitters, tunnels, HQ and defence stations (REQ-UI-STATUS-LIGHT).
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std::optional<ProductionStatus> getProductionStatus(const GameConfig& config,
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