Add Brain enum with hunting foxes; move the A* into the sim
NPC strategy is now a Brain field on the entity (Idle, Wander, Hunt(Prey)) that Sim::think matches on, so behavior is data independent of species. Hunt follows the first step of an A* route to the nearest prey in sight, replanned every window; the pathfinder moves from game/ to sim/ for that. A greedy step-toward-target was tried first and oscillated at walls. Bumps between the same species no longer fight, and six foxes join the hens. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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