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Raiders raid less often, raid for less time, and sit at their home for longer.
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@ -499,7 +499,10 @@ impl Entity {
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// If time_to_move is not set yet, use current time, ceiling to nearest multiple
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// of 100, and then add another 100.
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let time_to_move = if time_to_move.is_none() {
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Some((time.0 / 100.0).ceil() * 100.0 + 100.0)
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// Time increment is how long raiders stay at a site about. Is longer for
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// home site and shorter for target site.
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let time_increment = if raid_complete { 300.0 } else { 60.0 };
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Some((time.0 / time_increment).ceil() * time_increment + time_increment)
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} else {
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time_to_move
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};
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@ -515,7 +518,8 @@ impl Entity {
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} else {
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let theta = (time.0 / 30.0).floor() as f32 * self.seed as f32;
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// Otherwise wander around site (or "plunder" if target site)
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let travel_to = wpos.map(|e| e as f32) + Vec2::new(theta.cos(), theta.sin()) * 100.0/* * RandomPerm::new(theta as u32).gen_range(0.0..1.0)*/;
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let travel_to =
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wpos.map(|e| e as f32) + Vec2::new(theta.cos(), theta.sin()) * 100.0;
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let travel_to_alt = world
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.sim()
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.get_alt_approx(travel_to.map(|e| e as i32))
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