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NpcAiECS.h
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27 [[nodiscard]] static Result<NpcAgentState> create(NpcAiWorld& world, std::string_view behaviorId);
85 [[nodiscard]] static Result<NpcAiEcsStepReport> step(NpcAiWorld& world, const TickContext& context) {
Gameplay-decision phase adapter over a caller-selected existing entity root.
Definition NpcAiECS.h:70
static Result< NpcAiEcsStepReport > step(NpcAiWorld &world, const TickContext &context)
Preflights every link, advances the AI world once, then publishes projections.
Definition NpcAiECS.h:85
Authoritative owner and deterministic scheduler for NPC AI agents.
Definition NpcAi.h:216
Definition Navigation.cpp:6
std::span< const NpcAiSystemContract > npcAiSystemContracts() noexcept
Returns immutable process-lifetime metadata for the NPC AI ECS phase.
Definition NpcAiECS.cpp:25
Authoritative gameplay-entity link to one module-owned NPC agent.
Definition NpcAiECS.h:23
Cold derived, local-only projection for rendering, editor and gameplay inspection.
Definition NpcAiECS.h:33
std::vector< std::string > activePath
Definition NpcAiECS.h:35
void replace(const AgentSnapshot &snapshot)
Atomically replaces derived fields from an owning runtime snapshot.
Definition NpcAiECS.h:39
std::string_view structuralChanges
Definition NpcAiECS.h:59
Input time and work limits for one deterministic simulation update.
Definition NpcAi.h:125