fix
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@@ -15,10 +15,26 @@ use crate::entities::cargo::{Cargo, Haulable};
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use crate::entities::item::constants::ITEM_Z_FIGHTING_OFFSET;
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use crate::entities::item::inventory::constants::SIZE_LARGE;
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use crate::world::tiles::TileMap;
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use crate::world::VisibleGameEntity;
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/// Weight of a single log in kg. Enough to encumber a dorf carrying one.
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pub const LOG_WEIGHT_KG: u32 = 15;
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/// Find the standable surface tile at world XY. Returns the tile one above
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/// the highest floor tile where an entity can stand, or None if not found.
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fn find_surface_at(world_x: i32, world_y: i32, tilemap: &TileMap) -> Option<IVec3> {
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for z in -3i32..=4i32 {
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let floor_pos = IVec3::new(world_x, world_y, z * ITILE_SIZE);
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if tilemap.floor_tiles.contains_key(&floor_pos) {
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let above = IVec3::new(world_x, world_y, floor_pos.z + ITILE_SIZE);
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if tilemap.is_standable(above) {
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return Some(above);
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}
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}
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}
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None
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}
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/// Spawn a Cargo log entity with a directional fall bias.
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///
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/// `tile_pos` — world position of the trunk tile this log came from.
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@@ -50,14 +66,18 @@ pub fn spawn_log_cargo(
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let jitter_tiles = rng.random_range(0u32..=2) as f32 - 1.0; // -1, 0, or +1
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let offset = fall_direction * fall_tiles + perp * jitter_tiles;
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let biased_pos = IVec3::new(
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tile_pos.x + (offset.x * ITILE_SIZE as f32).round() as i32,
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tile_pos.y + (offset.y * ITILE_SIZE as f32).round() as i32,
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tile_pos.z,
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);
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let biased_xy_x = tile_pos.x + (offset.x * ITILE_SIZE as f32).round() as i32;
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let biased_xy_y = tile_pos.y + (offset.y * ITILE_SIZE as f32).round() as i32;
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// Find nearest free tile from biased position
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let drop_pos = tilemap.find_nearest_free_cargo_tile(biased_pos, 4, &[])?;
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// Find the actual standable surface at this XY — logs land on the floor
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let biased_pos = find_surface_at(biased_xy_x, biased_xy_y, tilemap).unwrap_or(IVec3::new(
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biased_xy_x,
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biased_xy_y,
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tile_pos.z,
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));
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// Find nearest free tile from biased position (increased radius for scattered logs)
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let drop_pos = tilemap.find_nearest_free_cargo_tile(biased_pos, 8, &[])?;
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// TODO: OuchEvent — if a living entity occupies drop_pos, they take impact damage.
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// Check tilemap occupancy here when the combat/injury system exists.
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@@ -87,6 +107,7 @@ pub fn spawn_log_cargo(
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))
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.with_scale(Vec3::splat(PIXEL_RATIO)),
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Visibility::Visible,
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VisibleGameEntity,
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))
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.id();
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