add tracing for performance profiling
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@@ -28,6 +28,7 @@
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#include "ShipIdentityComponent.h"
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#include "StationBodyComponent.h"
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#include "ThreatResponseBehaviorComponent.h"
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#include "tracing.h"
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// ---------------------------------------------------------------------------
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// Shared helpers for repair targeting
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@@ -72,6 +73,7 @@ static std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin)
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void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
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{
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TRACE();
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admin.forEach<HomeReturnBehaviorComponent, HealthComponent, MovementIntentComponent>(
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[](entt::entity /*e*/, const HomeReturnBehaviorComponent& homeReturnBehavior,
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const HealthComponent& h, MovementIntentComponent& intent)
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@@ -92,6 +94,7 @@ void AiSystem::tickHomeReturnBehavior(EntityAdmin& admin)
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void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSystem& buildings)
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{
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TRACE();
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// Snapshot all combatant entities for target acquisition.
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struct CombatantInfo
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{
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@@ -219,6 +222,7 @@ void AiSystem::tickThreatResponseBehavior(EntityAdmin& admin, const BuildingSyst
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void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
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{
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TRACE();
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std::vector<RepairableInfo> repairables = buildRepairables(admin);
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// Snapshot enemy ships for threat detection.
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@@ -327,6 +331,7 @@ void AiSystem::tickRepairBehavior(EntityAdmin& admin, BuildingSystem& buildings)
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void AiSystem::tickRepairTools(EntityAdmin& admin)
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{
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TRACE();
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const std::vector<RepairableInfo> repairables = buildRepairables(admin);
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admin.forEach<RepairToolComponent, ModuleOwnerComponent>(
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@@ -389,6 +394,7 @@ void AiSystem::tickRepairTools(EntityAdmin& admin)
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void AiSystem::tickSalvageBehavior(EntityAdmin& admin, ScrapSystem& scraps,
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BuildingSystem& buildings)
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{
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TRACE();
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// Snapshot enemy ships for threat detection.
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struct EnemyShipPos
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{
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