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Use 'push_event' function in more places
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parent
9d7370ab57
commit
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@ -715,11 +715,11 @@ impl<'a> AgentData<'a> {
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// nighttime and keep them on
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// Only emit event for agents that sill need to
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// turn on their lantern
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controller.events.push(ControlEvent::EnableLantern)
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controller.push_event(ControlEvent::EnableLantern)
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} else if lantern_turned_on && day_period.is_light() {
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// agents with turned on lanterns turn them off randomly once it's
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// daytime and keep them off
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controller.events.push(ControlEvent::DisableLantern)
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controller.push_event(ControlEvent::DisableLantern)
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}
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};
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@ -962,12 +962,10 @@ impl<'a> AgentData<'a> {
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// // Clear agent comp
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// //*agent = Agent::default();
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// controller
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// .events
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// .push(ControlEvent::InviteResponse(InviteResponse::Accept));
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// .push_event(ControlEvent::InviteResponse(InviteResponse::Accept));
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// } else {
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// controller
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// .events
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// .push(ControlEvent::InviteResponse(InviteResponse::Decline));
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// .push_event(ControlEvent::InviteResponse(InviteResponse::Decline));
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// }
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agent.action_state.timer += read_data.dt.0;
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@ -1025,7 +1023,7 @@ impl<'a> AgentData<'a> {
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self.chat_npc(msg, event_emitter);
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} else if agent.behavior.can_trade() {
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if !agent.behavior.is(BehaviorState::TRADING) {
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controller.events.push(ControlEvent::InitiateInvite(
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controller.push_event(ControlEvent::InitiateInvite(
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by,
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InviteKind::Trade,
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));
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@ -1046,7 +1044,7 @@ impl<'a> AgentData<'a> {
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Subject::Trade => {
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if agent.behavior.can_trade() {
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if !agent.behavior.is(BehaviorState::TRADING) {
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controller.events.push(ControlEvent::InitiateInvite(
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controller.push_event(ControlEvent::InitiateInvite(
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by,
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InviteKind::Trade,
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));
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@ -1183,15 +1181,12 @@ impl<'a> AgentData<'a> {
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agent.target =
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Some(Target::new(target, false, read_data.time.0, false));
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}
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controller
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.events
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.push(ControlEvent::InviteResponse(InviteResponse::Accept));
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controller.push_event(ControlEvent::InviteResponse(InviteResponse::Accept));
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agent.behavior.unset(BehaviorState::TRADING_ISSUER);
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agent.behavior.set(BehaviorState::TRADING);
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} else {
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controller
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.events
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.push(ControlEvent::InviteResponse(InviteResponse::Decline));
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.push_event(ControlEvent::InviteResponse(InviteResponse::Decline));
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self.chat_npc_if_allowed_to_speak(
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"npc.speech.merchant_busy",
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agent,
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@ -1200,9 +1195,7 @@ impl<'a> AgentData<'a> {
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}
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} else {
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// TODO: Provide a hint where to find the closest merchant?
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controller
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.events
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.push(ControlEvent::InviteResponse(InviteResponse::Decline));
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controller.push_event(ControlEvent::InviteResponse(InviteResponse::Decline));
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self.chat_npc_if_allowed_to_speak(
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"npc.speech.villager_decline_trade",
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agent,
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@ -100,7 +100,7 @@ impl Sys {
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}
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}
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if let Some(controller) = controllers.get_mut(entity) {
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controller.events.push(event);
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controller.push_event(event);
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}
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}
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},
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