Add ResetBehavior() and de-escalation on hostile flip
- AIController::ResetBehavior() — immediate reset to initial-tick state: stops movement, clears all BB threat/cover/patrol keys, recomputes TeamId, forces state to Idle (triggers speed update via HandleStateChanged). For civilian calm-down, enemy surrender, mission reset.
- PersonalityComponent::ResetRuntimeState() — clears PerceivedThreatLevel and combat/cover cycle internals. Traits preserved.
- PersonalityComponent::EvaluateReaction() — disguised Enemy (hostile=false) never returns Combat regardless of threat level. Prevents stuck-in-combat bug when hostility flips mid-fight.
- BTService_EvaluateReaction — when hostile flips true→false, soft de-escalation: clears threat so next ApplyReaction transitions to Idle naturally (no abrupt movement stop).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>