make repair ships standby with rest of fleet if there is no one to repair (instead of advancing towards the enemy stations)
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@@ -14,6 +14,7 @@
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#include "RetreatBehavior.h"
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#include "SalvageScrapBehavior.h"
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#include "SelectedBehaviorComponent.h"
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#include "StandbyBehavior.h"
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#include "tracing.h"
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namespace
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@@ -48,6 +49,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
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// Phase 1: evaluators score behaviors and set their target data.
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m_advanceEvaluator.evaluate(admin);
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m_standbyEvaluator.evaluate(admin);
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m_rallyEvaluator.evaluate(admin);
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m_retreatEvaluator.evaluate(admin);
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m_attackEvaluator.evaluate(admin);
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@@ -60,6 +62,7 @@ void AiSystem::tick(EntityAdmin& admin, const BuildingSystem& buildings,
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// Phase 3: executors run for the winning behavior.
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m_advanceExecutor.execute(admin);
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m_standbyExecutor.execute(admin);
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m_rallyExecutor.execute(admin);
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m_retreatExecutor.execute(admin);
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m_attackExecutor.execute(admin);
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@@ -85,5 +88,6 @@ void AiSystem::selectWinningBehaviors(EntityAdmin& admin)
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consider<SalvageScrapBehavior>(admin, BehaviorKind::SalvageScrap);
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consider<DeliverScrapBehavior>(admin, BehaviorKind::DeliverScrap);
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consider<RallyBehavior>(admin, BehaviorKind::Rally);
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consider<StandbyBehavior>(admin, BehaviorKind::Standby);
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consider<AdvanceBehavior>(admin, BehaviorKind::Advance);
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}
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