Rename Demolish to Deconstruct
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@@ -55,7 +55,7 @@ data, not the UI gesture. Example: placing a miner records
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One command per sim-mutating operation (the complete mutation surface):
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- `PlaceBuilding`
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- `Demolish`
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- `Deconstruct`
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- `RotateInPlace`
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- `SetRecipe`
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- `SetShipLayout`
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@@ -125,7 +125,7 @@ the only way production code can reach them is `apply(command)`.
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> `BeltSystem` directly, and every production `buildings()`/`belts()` call is a const query.
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> So:
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>
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> - `Simulation::tryPlaceBuilding`, `demolish`, and `applySchematicChoice` are **private**.
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> - `Simulation::tryPlaceBuilding`, `deconstruct`, and `applySchematicChoice` are **private**.
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> - The mutable subsystem accessors are private and renamed `buildingsMutable()` /
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> `beltsMutable()`; only `const BuildingSystem& buildings() const` / `belts() const` are
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> public (queries). UI query sites bind to the const overload unchanged.
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@@ -377,7 +377,7 @@ The whole feature rests on a deterministic sim, so prove that before building on
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Reshape mutations to flow through one path; behaviour unchanged.
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- Defined `Command` base + derived types (`PlaceBuilding`, `Demolish`, `RotateInPlace`,
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- Defined `Command` base + derived types (`PlaceBuilding`, `Deconstruct`, `RotateInPlace`,
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`SetRecipe`, `SetShipLayout`, `SetSiteSplitterFilters`, `SetSplitterFilters`,
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`ClearBeltTiles`, `ApplySchematicChoice`, `Reset`) in `lib`, each with a `playerId` (always 0
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now). `PlaceBuilding` is atomic (carries optional config — see the refinement note above).
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