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Comment out unused awareness increment/decrement calls and un-nest conditional for early return.
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@ -501,7 +501,8 @@ impl<'a> AgentData<'a> {
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event_emitter: &mut Emitter<'_, ServerEvent>,
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event_emitter: &mut Emitter<'_, ServerEvent>,
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rng: &mut impl Rng,
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rng: &mut impl Rng,
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) {
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) {
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agent.decrement_awareness(read_data.dt.0);
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// TODO: Awareness currently doesn't influence anything.
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//agent.decrement_awareness(read_data.dt.0);
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let small_chance = rng.gen_bool(0.1);
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let small_chance = rng.gen_bool(0.1);
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// Set owner if no target
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// Set owner if no target
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@ -2152,6 +2153,11 @@ impl<'a> AgentData<'a> {
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) {
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) {
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agent.forget_old_sounds(read_data.time.0);
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agent.forget_old_sounds(read_data.time.0);
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if is_invulnerable(*self.entity, read_data) {
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self.idle(agent, controller, read_data, rng);
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return;
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}
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if let Some(sound) = agent.sounds_heard.last() {
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if let Some(sound) = agent.sounds_heard.last() {
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let sound_pos = Pos(sound.pos);
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let sound_pos = Pos(sound.pos);
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let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
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let dist_sqrd = self.pos.0.distance_squared(sound_pos.0);
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@ -2176,12 +2182,7 @@ impl<'a> AgentData<'a> {
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let follows_threatening_sounds = is_enemy || is_village_guard;
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let follows_threatening_sounds = is_enemy || is_village_guard;
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// TODO: Awareness currently doesn't influence anything.
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// TODO: Awareness currently doesn't influence anything.
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agent.awareness += 0.5 * sound.vol;
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//agent.awareness += 0.5 * sound.vol;
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if is_invulnerable(*self.entity, read_data) {
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self.idle(agent, controller, read_data, rng);
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return;
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}
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if sound_was_threatening && is_close {
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if sound_was_threatening && is_close {
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if !self.below_flee_health(agent) && follows_threatening_sounds {
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if !self.below_flee_health(agent) && follows_threatening_sounds {
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