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@@ -34,8 +34,6 @@ pub fn task_executor_system(
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mut completed_writer: MessageWriter<TaskCompleted>,
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mut failed_writer: MessageWriter<TaskFailed>,
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) {
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// Create a deterministic RNG from global SEED + time
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// This mirrors the forestry.rs pattern - no dependency on bevy_rand plugin
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use std::collections::hash_map::DefaultHasher;
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use std::hash::{Hash, Hasher};
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let mut hasher = DefaultHasher::new();
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@@ -43,7 +43,6 @@ pub(super) fn execute_idle(
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}
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// Only reset path if target changed or no path exists
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// This avoids forcing pathfinding to recompute every frame
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if target_changed || ambulatory.current_path.is_none() {
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ambulatory.target = Some(Vec3::new(
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target.x as f32,
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@@ -53,7 +52,6 @@ pub(super) fn execute_idle(
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ambulatory.current_path = None;
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ambulatory.path_index = 0;
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}
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// Otherwise: keep existing path, let movement system continue along it
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}
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/// Pick a random standable tile within wander radius of origin.
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