refactor AI system
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11
src/lib/ecs/component/SelectedBehaviorComponent.h
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11
src/lib/ecs/component/SelectedBehaviorComponent.h
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#pragma once
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#include "BehaviorKind.h"
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// Result of the AiSystem selection pass: the highest-scoring behavior for a
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// ship this tick. Each behavior's executor acts only when it is the winner.
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struct SelectedBehaviorComponent
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{
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BehaviorKind winner = BehaviorKind::None;
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float bestScore = 0.0f;
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};
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