fn next_decision_at(
program: &CombatProgram,
state: &CombatInstance,
bar: PetActionBar,
runtime: PetActionState,
now: SimTime,
) -> Option<SimTime>fn next_decision_at(
program: &CombatProgram,
state: &CombatInstance,
bar: PetActionBar,
runtime: PetActionState,
now: SimTime,
) -> Option<SimTime>