bump: minor type: feat Builtin NPC AI (#61) — the source package **ludic.npcai**, a perception → decision → action stack that plugs into the other controllers instead of re-implementing movement. The AI never moves a body directly: it writes the SAME intent fields the player controllers read (`want_x`/`want_y`/`want_fire`, `want_jump`), so an enemy gunner reuses the shooter's weapon/projectile/auto-aim systems verbatim (set the body's `TopDown.aim_mode = 3`) and a companion reuses the mover — friendly vs enemy is faction + goal, not different code. **Perception** (`Vision` + `Memory`, throttled `esys_perception` with faction filtering and optional `Grid` line-of-sight) remembers the nearest hostile and emits `TargetSpotted`/`TargetLost`. **Decision** offers three models writing one `Brain` intent — a finite-state machine (patrol/chase/attack/flee), a utility scorer, and a canonical behaviour tree — each decision veto-able via `cancellable DecisionMade`. **Steering** adds Reynolds flocking (separate/cohere), and a `Follower` component gives companion stances. Reuses ludic.gameplay Faction (who is hostile) + Stats (hp for flee). Fully deterministic: perception + replan are frame-throttled and fixed-order. Example: `examples/games/npcai_demo.ludic` — one enemy perceives, chases and shoots a target through the shooter controller, flees at low hp under the utility model, and a companion follows its leader.