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clippyyyyy
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@ -325,7 +325,9 @@ impl Rule for NpcAi {
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}
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}
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fn idle<S: State>() -> impl Action<S> + Clone { just(|ctx, _| ctx.controller.do_idle()).debug(|| "idle") }
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fn idle<S: State>() -> impl Action<S> + Clone {
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just(|ctx, _| ctx.controller.do_idle()).debug(|| "idle")
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}
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/// Try to walk toward a 3D position without caring for obstacles.
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fn goto<S: State>(wpos: Vec3<f32>, speed_factor: f32, goal_dist: f32) -> impl Action<S> {
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@ -914,9 +916,9 @@ fn villager(visiting_site: SiteId) -> impl Action<DefaultState> {
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_ => None,
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})
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).choose(&mut ctx.rng).unwrap_or(stage_aabr.center().with_z(stage_z));
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// Pick a chair that is theirs for the stay
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let chair_pos = tavern.rooms.values().flat_map(|room| {
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let chair_pos = tavern.rooms.values().flat_map(|room| {
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let z = room.bounds.min.z;
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room.details.iter().filter_map(move |detail| match detail {
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tavern::Detail::Table { pos, chairs } => Some(chairs.into_iter().map(move |dir| pos.with_z(z) + dir.to_vec2())),
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@ -302,7 +302,7 @@ impl Tavern {
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min: aabr.min - amount,
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max: aabr.max + amount,
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};
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'room_gen: while room_metas.len() > 0 {
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'room_gen: while !room_metas.is_empty() {
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// Continue extending from a random existing room
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let mut room_meta = room_metas.swap_remove(rng.gen_range(0..room_metas.len()));
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if room_meta.walls.is_empty() {
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@ -683,10 +683,8 @@ impl Tavern {
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continue 'y_loop;
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}
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if contains_x && min.y < area.min.y {
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if area.min.y - 1 < max_y {
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max_y = area.min.y - 1;
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}
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if contains_x && min.y < area.min.y && area.min.y - 1 < max_y {
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max_y = area.min.y - 1;
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}
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}
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