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AI behavior processing systems. More...

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 # helios::engine::modules::ai::systems
 
 AI behavior processing systems.
 
 ## Overview
 
 Systems that process AI components and update entity behavior. Registered with the GameLoop and executed during the appropriate phase.
 
 ## Systems
 
 | System | Purpose |
 |--------|---------|
 | `ChaseSystem` | Steers entities towards their chase targets |
 
 ## ChaseSystem
 
 Processes entities with `ChaseComponent`, `SteeringComponent`, and `TranslationStateComponent`.
 
 ### Behavior
 
 1 **Target Resolution**: Looks up target entity by handle
 2 **Timer Update**: Advances cooldown timer by delta time
 3 **Cooldown Check**: Only updates direction when timer exceeds cooldown
 4 **Direction Calculation**: Computes normalized vector from entity to target
 5 **Steering Update**: Sets steering intent to face calculated direction
 
 ### Required Components
 
 | Component | Purpose |
 |-----------|---------|
 | `ChaseComponent` | Target handle and timing configuration |
 | `SteeringComponent` | Receives steering intent updates |
 | `TranslationStateComponent` | Provides current entity position |
 
 ### Registration
 
 ```cpp
 import helios.engine.modules.ai.systems;
 
 // Register with GameLoop main phase
 gameLoop.addSystem<ChaseSystem>(Phase::Main, gameWorld);
 ```
 
 ## Related Modules
 
 | Module | Purpose |
 |--------|---------|
 | `helios.engine.modules.ai.components` | ChaseComponent data |
 | `helios.engine.modules.physics.motion` | SteeringComponent |
 | `helios.engine.modules.spatial.transform` | TranslationStateComponent |
 
 ---
 
 <details>
 <summary>Doxygen</summary><p>
 @namespace helios::engine::modules::ai::systems
 @brief AI behavior processing systems.
 @details Systems that process AI components to update entity behavior. ChaseSystem steers entities towards their targets based on cooldown timing and direction calculations.
 </p></details>

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