make ships claim targets
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@@ -18,6 +18,7 @@
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class BuildingSystem;
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class EntityAdmin;
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class ScrapSystem;
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struct GameConfig;
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// Orchestrates ship-behavior decision-making in three batched phases:
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// 1. evaluators score each behavior and set its target data,
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@@ -29,6 +30,8 @@ class ScrapSystem;
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class AiSystem
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{
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public:
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explicit AiSystem(const GameConfig& config);
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void tick(EntityAdmin& admin, const BuildingSystem& buildings, const ScrapSystem& scraps);
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private:
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