Implements the requirements rename in the codebase. The salvageable object dropped by destroyed ships and defence stations is now the "debris" entity; the scrap resource it yields (cargo, delivery, smelting, threat, scrap_drop_formula, scrap_per_threat) is unchanged. Entity renames: ScrapDataComponent->DebrisComponent, ScrapSystem->DebrisSystem, ScrapInfo->DebrisInfo, ScrapSelectionChangedEvent->DebrisSelectionChangedEvent (member scrap->debris), spawnScrap->spawnDebris, getScraps->getDebrisSystem, getAllScrapInfo->getAllDebrisInfo, scrapAtWorldPos/scrapInBox->debris*, SalvageScrapBehavior::scrapTarget->debrisTarget, PendingCollection::scrap->debris, ScrapTest.cpp->DebrisTest.cpp. Config key scrap_despawn_seconds-> debris_despawn_seconds (WorldConfig.scrapDespawnSeconds->debrisDespawnSeconds). The salvage/deliver behavior classes keep their names (they act on the scrap resource). Also implements the new REQ-UI-DEBRIS-PANEL behavior in SelectedBuildingPanel: a single selected piece of debris shows a "Debris" heading plus a "Scrap" stat row; a multi/mixed field selection appends "Debris x N" and "Scrap x N" lines. Updates the four renamed REQ-ID references in comments/docs, plus architecture.md and derived.md. All 449 test cases pass; app, tests, and balancing targets build. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
25 lines
862 B
C++
25 lines
862 B
C++
#include "SalvageScrapExecutor.h"
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#include "BehaviorKind.h"
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#include "EntityAdmin.h"
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#include "MovementIntentComponent.h"
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#include "SalvageScrapBehavior.h"
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#include "SelectedBehaviorComponent.h"
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#include "tracing.h"
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void SalvageScrapExecutor::execute(EntityAdmin& admin)
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{
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TRACE();
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admin.forEach<SalvageScrapBehavior, SelectedBehaviorComponent,
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MovementIntentComponent>(
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[](entt::entity /*e*/, const SalvageScrapBehavior& salvage,
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const SelectedBehaviorComponent& selected,
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MovementIntentComponent& intent)
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{
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if (selected.winner != BehaviorKind::SalvageScrap) { return; }
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if (!salvage.debrisTarget) { return; }
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intent = MovementIntentComponent{true, *salvage.debrisTarget,
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salvage.orbitRadius_tiles};
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});
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}
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