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rearrange and connect towns (shows planning weakness)
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@ -513,22 +513,22 @@ mod tests {
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rng,
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targets: hashbrown::HashMap::new(),
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};
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add_settlement(&mut env, "Grass", 18.0, &[(
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Good::Terrain(BiomeKind::Grassland),
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100.0_f32,
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)]);
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add_settlement(&mut env, "Forest", 22.0, &[(
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Good::Terrain(BiomeKind::Forest),
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100.0_f32,
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)]);
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add_settlement(&mut env, "Mountain", 19.0, &[(
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Good::Terrain(BiomeKind::Mountain),
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100.0_f32,
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)]);
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add_settlement(&mut env, "Desert", 19.0, &[(
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Good::Terrain(BiomeKind::Desert),
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add_settlement(&mut env, "Grass", 18.0, &[(
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Good::Terrain(BiomeKind::Grassland),
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100.0_f32,
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)]);
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// add_settlement(&mut env, "Mountain", 19.0, &[(
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// Good::Terrain(BiomeKind::Mountain),
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// 100.0_f32,
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// )]);
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// add_settlement(&mut env, "Desert", 19.0, &[(
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// Good::Terrain(BiomeKind::Desert),
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// 100.0_f32,
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// )]);
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// add_settlement(&mut index, &mut rng, &[
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// (Good::Terrain(BiomeKind::Jungle), 100.0_f32),
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// ]);
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@ -540,10 +540,25 @@ mod tests {
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(Good::Terrain(BiomeKind::Forest), 100.0_f32),
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(Good::Terrain(BiomeKind::Mountain), 10.0_f32),
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]);
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add_settlement(&mut env, "MountainCave", 19.0, &[
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add_settlement(&mut env, "Mountain", 19.0, &[
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(Good::Terrain(BiomeKind::Mountain), 100.0_f32),
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// (Good::CaveAccess, 100.0_f32),
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]);
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// connect to neighbors
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for i in 1..(env.index.sites.ids().count() as u64 - 1) {
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let previous = env.index.sites.recreate_id(i - 1);
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let next = env.index.sites.recreate_id(i + 1);
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let center = env.index.sites.recreate_id(i);
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center
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.zip(previous)
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.zip(next)
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.map(|((center, previous), next)| {
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env.index.sites[center].economy.add_neighbor(next, 1);
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env.index.sites[next].economy.add_neighbor(center, 1);
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env.index.sites[center].economy.add_neighbor(previous, 2);
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env.index.sites[previous].economy.add_neighbor(center, 2);
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});
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}
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crate::sim2::simulate(&mut env.index, &mut sim);
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use crate::site::economy::good_list;
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for (id, site) in env.index.sites.iter() {
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