refactor AI system
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15
src/lib/ecs/component/RepairBehavior.h
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15
src/lib/ecs/component/RepairBehavior.h
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#pragma once
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#include <optional>
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#include "entt/entity/entity.hpp"
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// Repair behavior for ships with repair modules. The evaluator picks the nearest
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// damaged friendly as currentTarget; the executor moves toward it and assigns
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// in-range repair tools. RepairSystem applies the actual healing.
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struct RepairBehavior
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{
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std::optional<entt::entity> currentTarget;
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float maxRepairRange_tiles = 0.0f;
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float score = 0.0f;
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};
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