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Fixed pet spawning bug
Former-commit-id: 78dcd034940a4de1ce7d66a79d9134be6ee281f2
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parent
1209f0393d
commit
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@ -201,8 +201,7 @@ impl Client {
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self.state.terrain().iter().for_each(|(key, _)| {
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if (Vec2::from(chunk_pos) - Vec2::from(key))
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.map(|e: i32| e.abs())
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.reduce_max()
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> 6
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.reduce_max() > 10
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{
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chunks_to_remove.push(key);
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}
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@ -213,7 +212,7 @@ impl Client {
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// Request chunks from the server
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// TODO: This is really not very efficient
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'outer: for dist in 0..9 {
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'outer: for dist in 0..10 {
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for i in chunk_pos.x - dist..chunk_pos.x + dist + 1 {
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for j in chunk_pos.y - dist..chunk_pos.y + dist + 1 {
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for k in 0..3 {
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@ -41,7 +41,7 @@ impl<'a> System<'a> for Sys {
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let dist = tgt_pos.distance(pos.0);
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control.move_dir = if dist > 5.0 {
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Vec2::from(tgt_pos - pos.0).normalized()
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} else if dist < 1.5 && pos.0 != tgt_pos {
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} else if dist < 1.5 && dist > 0.0 {
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Vec2::from(pos.0 - tgt_pos).normalized()
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} else {
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Vec2::zero()
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