Build Three.js Enemy Systems Make each enemy a portable authored definition consumed by shared runtime systems. Keep AI choice, combat resolution, rendering, and feedback as separate consumers of the same stable contract. Separate content from runtime state - Put stable IDs, role/tags, base stats, presentation spec, move IDs, AI hints, feedback hook IDs, rewards, and variant data in immutable authored definitions. - Put instance ID, transform, health/posture, target, current move and phase clock, cooldowns, statuses, pathing, visibility, and LOD state in runtime instances. - Reference definit…