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fix: improve AI unit engagement and combat behavior #1369
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The loop is labeled “for each idle unit,” but there’s no state filter here, so moving/attackmoving units are also marked
isNearFriendlyCombat. That flag is later used byFlockingBehaviorto change cohesion/priority, which can pull pure move-command units toward nearby combat even though the commit’s goal is to keep move commands from being influenced by enemies. This only happens when a moving unit is within friendly-attacker sight range, but it reintroduces combat drift for those move commands. Consider gating this block withunit.state === 'idle'(or whatever states you intend to be affected).Useful? React with 👍 / 👎.