rename behavior components
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@@ -162,10 +162,10 @@ void Simulation::tick()
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}
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m_shipSystem->clearMovementIntents();
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m_aiSystem->tickHomeReturn(m_admin); // priority 4
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m_aiSystem->tickThreatResponse(m_admin, *m_buildingSystem); // priority 3
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m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
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m_aiSystem->tickScrapCollector(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
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m_aiSystem->tickHomeReturnBehavior(m_admin); // priority 4
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m_aiSystem->tickThreatResponseBehavior(m_admin, *m_buildingSystem); // priority 3
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m_aiSystem->tickRepairBehavior(m_admin, *m_buildingSystem); // priority 2
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m_aiSystem->tickSalvageBehavior(m_admin, *m_scrapSystem, *m_buildingSystem); // priority 1
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// Step 8: combat resolution
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m_combatSystem->tick(m_currentTick, m_admin,
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