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T12: Collapse duplicated combatant behavior #25

Description

@Jon-Gear

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Restructure spec: #13 (RESTRUCTURE_PLAN.md)

What to build

One shared brother base replacing the player/PlayerNPC copies of respawn and turn-on/turn-off logic; the duplicated enemy idle/pain states and the doubled aim raycast collapse into single-sourced behavior with per-entity parameters only; states stop reaching owner internals by string path. Same behavior, one place to fix.

Acceptance criteria

  • Player and PlayerNPC share the brother behavior; the copies are deleted
  • Enemy aim logic is single-sourced (one raycast helper, not two)
  • Behavior unchanged; covered by tests at the shared seam

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    ready-for-agentFully specified, ready for an AFK agent

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