public static Repairs getNextRepairFor(Actor client, float priorityMod) {
    final World world = client.world() ;
    final Batch <Venue> toRepair = new Batch <Venue> () ;
    world.presences.sampleFromKeys(
      client, world, 10, toRepair, "damaged", Venue.class
    ) ;
    final Choice choice = new Choice(client) ;
    for (Venue near : toRepair) {
      if (near.base() != client.base()) continue ;
      final boolean needsRepair =
        near.structure.hasWear() ||
        near.structure.burning() ||
        near.structure.needsUpgrade() ||
        near.structure.needsSalvage() ;
      if (! needsRepair) continue ;
      final Repairs b = new Repairs(client, near) ;
      b.priorityMod = priorityMod ;
      choice.add(b) ;
    }
    
    return (Repairs) choice.pickMostUrgent() ;
  }