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Make friendly creatures defend each other.
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@ -78,6 +78,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Changed the way light strength is rendered by moving processing from shader code (GPU) to CPU code
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- Bumped tracing-subscriber to resolve [RUSTSEC-2022-0006](https://rustsec.org/advisories/RUSTSEC-2022-0006)
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- Made /home command a mod+ exclusive
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- Friendly creatures will now defend each other
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### Removed
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@ -153,6 +153,69 @@ impl<
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}
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impl Body {
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pub fn is_same_species_as(&self, other: &Body) -> bool {
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match self {
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Body::Humanoid(b1) => match other {
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Body::Humanoid(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::QuadrupedSmall(b1) => match other {
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Body::QuadrupedSmall(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::QuadrupedMedium(b1) => match other {
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Body::QuadrupedMedium(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::BirdMedium(b1) => match other {
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Body::BirdMedium(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::BirdLarge(b1) => match other {
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Body::BirdLarge(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::FishMedium(b1) => match other {
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Body::FishMedium(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::Dragon(b1) => match other {
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Body::Dragon(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::FishSmall(b1) => match other {
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Body::FishSmall(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::BipedLarge(b1) => match other {
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Body::BipedLarge(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::BipedSmall(b1) => match other {
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Body::BipedSmall(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::Object(_) => false,
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Body::Golem(b1) => match other {
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Body::Golem(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::Theropod(b1) => match other {
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Body::Theropod(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::QuadrupedLow(b1) => match other {
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Body::QuadrupedLow(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::Arthropod(b1) => match other {
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Body::Arthropod(b2) => b1.species == b2.species,
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_ => false,
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},
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Body::Ship(_) => false,
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}
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}
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pub fn is_humanoid(&self) -> bool { matches!(self, Body::Humanoid(_)) }
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pub fn is_campfire(&self) -> bool { matches!(self, Body::Object(object::Body::CampfireLit)) }
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@ -1452,6 +1452,7 @@ impl<'a> AgentData<'a> {
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inventory,
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read_data.alignments.get(entity),
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read_data.char_states.get(entity),
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read_data.bodies.get(entity),
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)
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})
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};
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@ -1502,16 +1503,28 @@ impl<'a> AgentData<'a> {
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})
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};
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let guard_defending_villager = |e_health: &Health, e_alignment: Option<&Alignment>| {
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let guard_other = |e_health: &Health,
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e_body: Option<&Body>,
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e_alignment: Option<&Alignment>| {
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let i_am_a_guard = read_data
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.stats
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.get(*self.entity)
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.map_or(false, |stats| stats.name == "Guard");
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let other_is_a_villager = matches!(e_alignment, Some(Alignment::Npc));
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let villager_has_taken_damage = read_data.time.0 - e_health.last_change.time.0 < 5.0;
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let we_are_friendly: bool = self.alignment.map_or(false, |ma| {
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e_alignment.map_or(false, |ea| !ea.hostile_towards(*ma))
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});
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let we_share_species: bool = self.body.map_or(false, |mb| {
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e_body.map_or(false, |eb| {
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eb.is_same_species_as(mb) || (eb.is_humanoid() && mb.is_humanoid())
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})
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});
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let other_has_taken_damage = read_data.time.0 - e_health.last_change.time.0 < 5.0;
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let attacker_of = |health: &Health| health.last_change.damage_by();
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let i_should_defend = i_am_a_guard && other_is_a_villager && villager_has_taken_damage;
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let i_should_defend = other_has_taken_damage
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&& ((we_are_friendly && we_share_species) || (i_am_a_guard && other_is_a_villager));
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i_should_defend
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.then(|| {
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attacker_of(e_health)
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@ -1519,10 +1532,20 @@ impl<'a> AgentData<'a> {
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get_entity_by_id(damage_contributor.uid().0, read_data)
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})
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.and_then(|attacker| {
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read_data
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.positions
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.get(attacker)
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.map(|a_pos| (attacker, *a_pos))
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read_data.alignments.get(attacker).and_then(|aa| {
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self.alignment.and_then({
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|ma| {
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if !ma.passive_towards(*aa) {
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read_data
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.positions
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.get(attacker)
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.map(|a_pos| (attacker, *a_pos))
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} else {
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None
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}
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}
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})
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})
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})
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})
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.flatten()
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@ -1583,36 +1606,45 @@ impl<'a> AgentData<'a> {
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})
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};
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let possible_target =
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|(entity, e_pos, e_health, e_stats, e_inventory, e_alignment, e_char_state): (
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EcsEntity,
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&Pos,
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&Health,
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&Stats,
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&Inventory,
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Option<&Alignment>,
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Option<&CharacterState>,
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)| {
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let can_target = within_reach(e_pos, e_char_state, e_inventory)
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&& entity != *self.entity
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&& !e_health.is_dead
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&& !is_invulnerable(entity, read_data);
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let possible_target = |(
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entity,
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e_pos,
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e_health,
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e_stats,
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e_inventory,
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e_alignment,
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e_char_state,
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e_body,
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): (
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EcsEntity,
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&Pos,
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&Health,
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&Stats,
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&Inventory,
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Option<&Alignment>,
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Option<&CharacterState>,
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Option<&Body>,
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)| {
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let can_target = within_reach(e_pos, e_char_state, e_inventory)
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&& entity != *self.entity
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&& !e_health.is_dead
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&& !is_invulnerable(entity, read_data);
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if !can_target {
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None
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} else if is_owner_hostile(e_alignment) {
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Some((entity, *e_pos))
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} else if let Some(villain_info) = guard_defending_villager(e_health, e_alignment) {
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aggro_on = true;
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Some(villain_info)
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} else if rtsim_remember(e_stats, agent, event_emitter)
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|| npc_sees_cultist(e_stats, e_inventory, agent, event_emitter)
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{
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Some((entity, *e_pos))
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} else {
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None
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}
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};
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if !can_target {
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None
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} else if is_owner_hostile(e_alignment) {
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Some((entity, *e_pos))
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} else if let Some(villain_info) = guard_other(e_health, e_body, e_alignment) {
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aggro_on = true;
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Some(villain_info)
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} else if rtsim_remember(e_stats, agent, event_emitter)
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|| npc_sees_cultist(e_stats, e_inventory, agent, event_emitter)
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{
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Some((entity, *e_pos))
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} else {
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None
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}
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};
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// Search area
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// TODO choose target by more than just distance
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