number the buildings from the factory that holds them
The building-id counter was the last piece of factory data living on Simulation behind a callback: every construction site, every building, and every tile a station entity claims took its id from a std::function BuildingSystem held, which the arena and three test fixtures each had to supply. It moves into FactoryState as nextBuildingId, handed out by allocateBuildingId(state) in FactoryQueries beside the other operations over the state. BuildingSystem's callback is gone; so are Simulation::allocateBuildingId and ArenaSimulation::allocateBuildingId, whose remaining callers now allocate from the state directly. Checksum order is untouched: Simulation folds the counter where it always did. What is left on BuildingSystem is the config, the belts, the RNG, and two callbacks that reach genuinely outside the factory -- spawning a finished ship into the entity model, and testing an output group against the unlock state. Neither is factory data, so this is where the migration stops. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Ne3mejABZoLWKLh8fgpM3x
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@@ -58,6 +58,12 @@ struct FactoryState
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// Seeded from config by BuildingSystem's constructor.
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int asteroidWidth_tiles = 0;
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// Next id to hand out for a building, a construction site, or a tile claimed by a
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// station entity. Strictly increasing and never reused, so an id names one thing for
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// the whole run -- which is what lets a command reference a building across a replay
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// (docs/replay_design.md). Allocated through allocateBuildingId (FactoryQueries.h).
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BuildingId nextBuildingId = 1;
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// The global building block stock (REQ-HQ-STARTING-BLOCKS, REQ-HQ-BELT-INPUT):
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// what placement spends, what deconstruction refunds, and what blocks delivered to
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// the HQ add to. Factory data, so it lives with the factory rather than being
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