#pragma once

class EntityAdmin;
struct WorldTargeting;

// Acquires/validates a combat target for ships with weapons. Scores high only
// when the ship's health is not low and a valid target is within sensor range.
//
// Target choice is claim-aware: each tick the desirability of every candidate is
// scored from a configurable distance formula and reduced by a soft overclaim
// penalty that scales with how many other ships already target it, spreading
// ships across enemies instead of dogpiling the nearest one.
class AttackEvaluator
{
public:
    explicit AttackEvaluator(const WorldTargeting& targeting);

    void evaluate(EntityAdmin& admin);

private:
    const WorldTargeting* m_targeting;
};
