refactor AI system
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20
src/lib/ecs/system/ai/RetreatExecutor.cpp
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20
src/lib/ecs/system/ai/RetreatExecutor.cpp
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#include "RetreatExecutor.h"
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#include "BehaviorKind.h"
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#include "EntityAdmin.h"
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#include "MovementIntentComponent.h"
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#include "RetreatBehavior.h"
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#include "SelectedBehaviorComponent.h"
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#include "tracing.h"
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void RetreatExecutor::execute(EntityAdmin& admin)
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{
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TRACE();
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admin.forEach<RetreatBehavior, SelectedBehaviorComponent, MovementIntentComponent>(
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[](entt::entity /*e*/, const RetreatBehavior& retreat,
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const SelectedBehaviorComponent& selected, MovementIntentComponent& intent)
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{
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if (selected.winner != BehaviorKind::Retreat) { return; }
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intent = MovementIntentComponent{true, retreat.retreatPoint};
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});
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}
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