#pragma once

// Identifies a ship behavior. Written into SelectedBehaviorComponent by the
// AiSystem selection pass so each behavior's executor can tell whether it won.
enum class BehaviorKind
{
    None,
    Advance,
    Standby,
    Rally,
    Retreat,
    Attack,
    Repair,
    SalvageScrap,
    DeliverScrap
};
