unify Weapon and StationWeapon components
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@@ -224,7 +224,7 @@ void Simulation::placeInitialStructures()
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const float psHp = static_cast<float>(
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m_config.stations.playerStation.hpFormula.evaluate(psLevel));
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StationWeapon psWeapon;
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Weapon psWeapon;
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psWeapon.damage = static_cast<float>(
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m_config.stations.playerStation.damageFormula.evaluate(psLevel));
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psWeapon.range = static_cast<float>(
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@@ -246,7 +246,7 @@ void Simulation::placeInitialStructures()
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}
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m_playerStation1Entity = m_admin.spawnStation(
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anchor, psParsed.footprint, absCells, psHp, psHp, false);
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m_admin.addComponent<StationWeapon>(m_playerStation1Entity, psWeapon);
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m_admin.addComponent<Weapon>(m_playerStation1Entity, psWeapon);
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m_buildingSystem->registerTileOccupancy(absCells, allocateId());
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}
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{
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@@ -258,7 +258,7 @@ void Simulation::placeInitialStructures()
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}
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m_playerStation2Entity = m_admin.spawnStation(
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anchor, psParsed.footprint, absCells, psHp, psHp, false);
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m_admin.addComponent<StationWeapon>(m_playerStation2Entity, psWeapon);
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m_admin.addComponent<Weapon>(m_playerStation2Entity, psWeapon);
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m_buildingSystem->registerTileOccupancy(absCells, allocateId());
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}
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@@ -285,7 +285,7 @@ void Simulation::placeEnemyStationSet(int generation)
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const float esHp = static_cast<float>(
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m_config.stations.enemyStation.hpFormula.evaluate(genD));
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StationWeapon esWeapon;
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Weapon esWeapon;
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esWeapon.damage = static_cast<float>(
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m_config.stations.enemyStation.damageFormula.evaluate(genD));
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esWeapon.range = static_cast<float>(
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@@ -307,7 +307,7 @@ void Simulation::placeEnemyStationSet(int generation)
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}
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m_currentEnemyStationEntities[0] = m_admin.spawnStation(
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anchor, esParsed.footprint, absCells, esHp, esHp, true);
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m_admin.addComponent<StationWeapon>(m_currentEnemyStationEntities[0], esWeapon);
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m_admin.addComponent<Weapon>(m_currentEnemyStationEntities[0], esWeapon);
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m_buildingSystem->registerTileOccupancy(absCells, allocateId());
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}
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{
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@@ -319,7 +319,7 @@ void Simulation::placeEnemyStationSet(int generation)
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}
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m_currentEnemyStationEntities[1] = m_admin.spawnStation(
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anchor, esParsed.footprint, absCells, esHp, esHp, true);
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m_admin.addComponent<StationWeapon>(m_currentEnemyStationEntities[1], esWeapon);
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m_admin.addComponent<Weapon>(m_currentEnemyStationEntities[1], esWeapon);
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m_buildingSystem->registerTileOccupancy(absCells, allocateId());
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}
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}
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