Add AI components and systems for enhanced enemy behavior and pathfinding
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54
GameCore/AI/AIAimSystem.cs
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54
GameCore/AI/AIAimSystem.cs
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using GameCore.Combat;
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using GameCore.ECS;
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using GameCore.ECS.Interfaces;
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using GameCore.Input;
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using GameCore.Physics;
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using GameCore.Player;
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namespace GameCore.AI;
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public class AIAimSystem : ISystem
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{
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private const float MinAimDistance = 0.5f;
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public void Update(World world, float deltaTime)
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{
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var entities = world.GetEntitiesWith<AIComponent>();
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foreach (var entity in entities)
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{
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if (world.GetComponent<PlayerComponent>(entity) != null)
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{
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world.Logger.Warn("AI entity has PlayerComponent; skipping AI aim processing.");
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continue;
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}
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var ai = world.GetComponent<AIComponent>(entity);
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var input = world.GetComponent<InputStateComponent>(entity);
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var pos = world.GetComponent<PositionComponent>(entity);
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var weapon = world.GetComponent<WeaponComponent>(entity);
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if (ai == null || input == null || pos == null || weapon == null)
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{
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if (input != null) input.IsFiring = false;
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continue;
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}
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input.IsFiring = false;
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if (ai.CurrentState == AIState.Chase || ai.CurrentState == AIState.Attack)
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{
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var vectorToTarget = ai.LastKnownTargetPosition - input.MuzzlePosition;
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var distanceToTarget = vectorToTarget.Length();
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if (distanceToTarget > MinAimDistance)
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{
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var directionToTarget = vectorToTarget.Normalize();
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input.MuzzleDirection = directionToTarget;
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input.LookDirection = directionToTarget;
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}
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}
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if (ai.CurrentState == AIState.Attack) input.IsFiring = true;
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}
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}
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}
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