depend on the registry instead of DebrisSystem in the AI path
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@@ -20,7 +20,6 @@
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#include "StandbyExecutor.h"
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class EntityAdmin;
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class DebrisSystem;
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struct GameConfig;
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// Orchestrates ship-behavior decision-making in three batched phases:
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@@ -35,7 +34,7 @@ class AiSystem
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public:
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explicit AiSystem(const GameConfig& config);
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void tick(EntityAdmin& admin, const FactoryState& state, const DebrisSystem& debris);
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void tick(EntityAdmin& admin, const FactoryState& state);
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private:
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void selectWinningBehaviors(EntityAdmin& admin);
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