fn next_decision_at(
state: &CombatState,
buf: &DenseBuffer,
bar: PetActionBar,
runtime: PetActionState,
now: SimTime,
) -> Option<SimTime>fn next_decision_at(
state: &CombatState,
buf: &DenseBuffer,
bar: PetActionBar,
runtime: PetActionState,
now: SimTime,
) -> Option<SimTime>