refactor AI system
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49
src/lib/ecs/system/ai/BehaviorTargeting.h
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49
src/lib/ecs/system/ai/BehaviorTargeting.h
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#pragma once
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#include <unordered_map>
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#include <vector>
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#include <QVector2D>
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#include "entt/entity/entity.hpp"
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class EntityAdmin;
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// Shared, per-call target snapshots used by behavior evaluators and the repair
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// system. Each caller builds its own snapshot (no cross-system caching).
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struct RepairableInfo
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{
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entt::entity entity;
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QVector2D position;
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bool isEnemy;
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bool isShip;
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float hp;
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float maxHp;
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};
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struct CombatantInfo
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{
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entt::entity entity;
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QVector2D position;
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bool isEnemy;
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bool isStation;
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};
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struct CargoState
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{
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int current = 0;
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int capacity = 0;
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};
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// All ships and stations with health — candidates for repair targeting.
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std::vector<RepairableInfo> buildRepairables(EntityAdmin& admin);
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// All ships, stations, and the HQ proxy — candidates for attack targeting.
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std::vector<CombatantInfo> buildCombatants(EntityAdmin& admin);
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// Aggregated salvage cargo per owning ship, summed across its salvage modules.
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std::unordered_map<entt::entity, CargoState> buildCargoByShip(EntityAdmin& admin);
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// True when the ship's aggregated cargo is at capacity (and it has any capacity).
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bool isCargoFull(const CargoState& cargo);
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