fix(api): 🐛 generate unique unit ids in city spawn
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 18 additions and 13 deletions
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@ -2980,19 +2980,24 @@ impl GdGameState {
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let city_col = city_col as i32;
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let city_row = city_row as i32;
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let units = (0..3)
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.map(|i| mc_turn::MapUnit {
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col: city_col + i,
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row: city_row,
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hp: 60,
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max_hp: 60,
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attack: 12,
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defense: 1,
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is_fortified: false,
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unit_id: "dwarf_warrior".to_string(),
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held_resources: Vec::new(),
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patrol_order: None,
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..Default::default()
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let units: Vec<mc_turn::MapUnit> = (0..3)
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.map(|i| {
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let unit_u32 = self.inner.next_unit_id;
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self.inner.next_unit_id = self.inner.next_unit_id.saturating_add(1);
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mc_turn::MapUnit {
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id: unit_u32,
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col: city_col + i,
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row: city_row,
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hp: 60,
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max_hp: 60,
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attack: 12,
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defense: 1,
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is_fortified: false,
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unit_id: "dwarf_warrior".to_string(),
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held_resources: Vec::new(),
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patrol_order: None,
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..Default::default()
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}
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})
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.collect();
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