refactor AI system
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src/lib/ecs/system/ai/AttackExecutor.h
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12
src/lib/ecs/system/ai/AttackExecutor.h
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#pragma once
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class EntityAdmin;
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// When Attack wins, moves the ship toward its target and assigns that target to
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// each weapon that has it in range. Weapons whose range excludes the target are
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// left untouched so CombatSystem can keep/acquire a closer target (no thrash).
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class AttackExecutor
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{
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public:
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void execute(EntityAdmin& admin);
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};
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