2020-11-23 15:39:03 +00:00
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#![allow(dead_code)] // TODO: Remove this when rtsim is fleshed out
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mod chunks;
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mod entity;
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2020-11-11 11:42:22 +00:00
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mod load_chunks;
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2020-11-11 23:59:09 +00:00
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mod tick;
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2020-11-23 15:39:03 +00:00
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mod unload_chunks;
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2020-11-10 15:27:52 +00:00
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2021-03-16 01:30:35 +00:00
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use self::chunks::Chunks;
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2020-11-11 23:59:09 +00:00
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use common::{
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2020-11-23 15:39:03 +00:00
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comp,
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2021-03-16 01:30:35 +00:00
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rtsim::{Memory, RtSimController, RtSimEntity, RtSimId},
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2020-11-11 23:59:09 +00:00
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terrain::TerrainChunk,
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vol::RectRasterableVol,
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};
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2021-03-08 22:40:02 +00:00
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use common_ecs::{dispatch, System};
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2021-04-06 15:47:03 +00:00
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use common_state::State;
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2020-11-11 23:59:09 +00:00
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use rand::prelude::*;
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2020-11-23 15:39:03 +00:00
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use slab::Slab;
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use specs::{DispatcherBuilder, WorldExt};
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use vek::*;
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2020-11-11 11:42:22 +00:00
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2021-09-04 04:05:48 +00:00
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pub use self::entity::{Brain, Entity, RtSimEntityKind};
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2021-03-16 01:30:35 +00:00
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2020-11-11 11:42:22 +00:00
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pub struct RtSim {
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2020-11-12 21:31:28 +00:00
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tick: u64,
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chunks: Chunks,
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entities: Slab<Entity>,
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}
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impl RtSim {
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pub fn new(world_chunk_size: Vec2<u32>) -> Self {
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Self {
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tick: 0,
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chunks: Chunks::new(world_chunk_size),
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2020-11-11 23:59:09 +00:00
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entities: Slab::new(),
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}
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}
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pub fn hook_load_chunk(&mut self, key: Vec2<i32>) {
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2020-11-12 21:31:28 +00:00
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if let Some(chunk) = self.chunks.chunk_mut(key) {
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if !chunk.is_loaded {
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chunk.is_loaded = true;
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2020-11-12 21:31:28 +00:00
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self.chunks.chunks_to_load.push(key);
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2020-11-11 11:42:22 +00:00
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}
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}
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}
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pub fn hook_unload_chunk(&mut self, key: Vec2<i32>) {
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2020-11-12 21:31:28 +00:00
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if let Some(chunk) = self.chunks.chunk_mut(key) {
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2020-11-11 11:42:22 +00:00
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if chunk.is_loaded {
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chunk.is_loaded = false;
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2020-11-12 21:31:28 +00:00
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self.chunks.chunks_to_unload.push(key);
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2020-11-11 11:42:22 +00:00
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}
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}
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}
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2020-11-11 23:59:09 +00:00
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pub fn assimilate_entity(&mut self, entity: RtSimId) {
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2020-11-14 01:12:47 +00:00
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// tracing::info!("Assimilated rtsim entity {}", entity);
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2020-11-11 23:59:09 +00:00
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self.entities.get_mut(entity).map(|e| e.is_loaded = false);
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}
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pub fn reify_entity(&mut self, entity: RtSimId) {
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2020-11-14 01:12:47 +00:00
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// tracing::info!("Reified rtsim entity {}", entity);
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2020-11-11 23:59:09 +00:00
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self.entities.get_mut(entity).map(|e| e.is_loaded = true);
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2020-11-11 11:42:22 +00:00
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}
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2020-11-11 23:59:09 +00:00
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pub fn update_entity(&mut self, entity: RtSimId, pos: Vec3<f32>) {
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self.entities.get_mut(entity).map(|e| e.pos = pos);
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}
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pub fn destroy_entity(&mut self, entity: RtSimId) {
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// tracing::info!("Destroyed rtsim entity {}", entity);
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2020-11-11 23:59:09 +00:00
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self.entities.remove(entity);
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}
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2021-03-16 01:30:35 +00:00
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pub fn get_entity(&self, entity: RtSimId) -> Option<&Entity> { self.entities.get(entity) }
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pub fn insert_entity_memory(&mut self, entity: RtSimId, memory: Memory) {
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self.entities
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.get_mut(entity)
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.map(|entity| entity.brain.add_memory(memory));
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}
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2021-03-29 14:47:42 +00:00
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2021-07-14 15:26:29 +00:00
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pub fn forget_entity_enemy(&mut self, entity: RtSimId, name: &str) {
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if let Some(entity) = self.entities.get_mut(entity) {
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entity.brain.forget_enemy(name);
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}
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}
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2021-03-29 14:47:42 +00:00
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pub fn set_entity_mood(&mut self, entity: RtSimId, memory: Memory) {
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self.entities
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.get_mut(entity)
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.map(|entity| entity.brain.set_mood(memory));
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}
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2020-11-11 23:59:09 +00:00
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}
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2020-11-11 11:42:22 +00:00
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pub fn add_server_systems(dispatch_builder: &mut DispatcherBuilder) {
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2021-03-04 14:00:16 +00:00
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dispatch::<unload_chunks::Sys>(dispatch_builder, &[]);
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dispatch::<load_chunks::Sys>(dispatch_builder, &[&unload_chunks::Sys::sys_name()]);
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dispatch::<tick::Sys>(dispatch_builder, &[
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&load_chunks::Sys::sys_name(),
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&unload_chunks::Sys::sys_name(),
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]);
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2020-11-11 11:42:22 +00:00
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}
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2021-09-04 04:05:48 +00:00
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pub fn init(
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state: &mut State,
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#[cfg(feature = "worldgen")] world: &world::World,
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#[cfg(feature = "worldgen")] index: world::IndexRef,
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) {
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2020-11-25 04:55:44 +00:00
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#[cfg(feature = "worldgen")]
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let mut rtsim = RtSim::new(world.sim().get_size());
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#[cfg(not(feature = "worldgen"))]
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let mut rtsim = RtSim::new(Vec2::new(40, 40));
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2020-11-11 23:59:09 +00:00
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2021-08-23 21:49:32 +00:00
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// TODO: Determine number of rtsim entities based on things like initial site
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// populations rather than world size
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2021-04-15 18:07:46 +00:00
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#[cfg(feature = "worldgen")]
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{
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for _ in 0..world.sim().get_size().product() / 400 {
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let pos = rtsim
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.chunks
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.size()
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.map2(TerrainChunk::RECT_SIZE, |sz, chunk_sz| {
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thread_rng().gen_range(0..sz * chunk_sz) as i32
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});
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rtsim.entities.insert(Entity {
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is_loaded: false,
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pos: Vec3::from(pos.map(|e| e as f32)),
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seed: thread_rng().gen(),
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controller: RtSimController::default(),
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last_time_ticked: 0.0,
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kind: RtSimEntityKind::Random,
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brain: Default::default(),
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});
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2021-09-04 03:34:24 +00:00
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}
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2021-09-04 04:34:30 +00:00
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for (site_id, site) in world
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.civs()
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.sites
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.iter()
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.filter_map(|(site_id, site)| site.site_tmp.map(|id| (site_id, &index.sites[id])))
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{
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use world::site::SiteKind;
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match &site.kind {
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SiteKind::Dungeon(dungeon) => match dungeon.dungeon_difficulty() {
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Some(5) => {
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let pos = site.get_origin();
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2021-09-04 04:34:30 +00:00
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if let Some(nearest_village) = world
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.civs()
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.sites
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.iter()
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.filter(|s| s.1.is_settlement())
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.min_by_key(|(_, site)| {
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let wpos = site.center * TerrainChunk::RECT_SIZE.map(|e| e as i32);
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wpos.map(|e| e as f32)
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.distance_squared(pos.map(|x| x as f32))
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as u32
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})
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.map(|(id, _)| id)
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{
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for _ in 0..25 {
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rtsim.entities.insert(Entity {
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is_loaded: false,
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pos: Vec3::from(pos.map(|e| e as f32)),
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seed: thread_rng().gen(),
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controller: RtSimController::default(),
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last_time_ticked: 0.0,
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kind: RtSimEntityKind::Cultist,
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brain: Brain::raid(site_id, nearest_village),
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});
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}
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2021-09-04 04:05:48 +00:00
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}
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},
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_ => {},
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2021-09-04 03:34:24 +00:00
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},
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_ => {},
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}
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}
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2020-11-11 23:59:09 +00:00
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}
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state.ecs_mut().insert(rtsim);
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2020-11-11 11:42:22 +00:00
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state.ecs_mut().register::<RtSimEntity>();
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tracing::info!("Initiated real-time world simulation");
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2020-11-10 15:27:52 +00:00
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}
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