implemented game loop!
This commit is contained in:
@@ -1,30 +1,24 @@
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use bevy::prelude::*;
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#[derive(PartialEq)]
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pub enum Item {
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None,
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Burger,
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}
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#[derive(Component)]
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pub struct Customer {
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pub order: Item,
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pub served: bool,
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pub range: f32,
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}
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#[derive(Component)]
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pub struct Fryer {
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pub range: f32,
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pub speed: f32,
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}
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// Common
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#[derive(Component)]
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pub struct Unit {
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pub move_speed: f32,
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pub height_offset: f32,
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}
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#[derive(Component)]
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pub struct MoveTarget {
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pub position: Vec3,
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}
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// Player
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#[derive(PartialEq)]
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pub enum Item {
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None,
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Burger,
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}
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#[derive(Component)]
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pub struct Player {
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pub holding: Item,
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@@ -39,7 +33,34 @@ pub struct ProgressBar {
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#[derive(Component)]
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pub struct PlayerBurgerIndicator;
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// Customer
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#[derive(Component)]
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pub struct MoveTarget {
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pub position: Vec3,
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pub struct Customer {
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pub order: Item,
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pub served: bool,
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pub range: f32,
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}
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#[derive(Resource)]
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pub struct CustomerSpawner {
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pub timer: Timer,
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}
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#[derive(Resource)]
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pub struct CounterQueue {
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pub positions: Vec<Vec3>,
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pub occupied: Vec<bool>,
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}
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#[derive(Component)]
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pub struct Fryer {
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pub range: f32,
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pub speed: f32,
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}
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#[derive(Component)]
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pub struct QueueSlot(pub usize);
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#[derive(Component)]
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pub struct CustomerBurgerIndicator;
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@@ -3,7 +3,7 @@ use bevy::prelude::*;
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mod components;
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mod systems;
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use systems::{gameplay::*, movement::*, setup::*};
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use systems::{customer::*, gameplay::*, movement::*, setup::*};
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fn main() {
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App::new()
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@@ -17,7 +17,10 @@ fn main() {
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fryer_cook,
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customer_serve,
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update_progress_bar,
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update_burger_indicators,
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update_player_indicator,
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spawn_customers,
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despawn_customers,
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update_customer_indicators,
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),
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)
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.run();
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87
src/systems/customer.rs
Normal file
87
src/systems/customer.rs
Normal file
@@ -0,0 +1,87 @@
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use crate::components::*;
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use bevy::prelude::*;
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pub fn spawn_customers(
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mut commands: Commands,
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mut spawner: ResMut<CustomerSpawner>,
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mut queue: ResMut<CounterQueue>,
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time: Res<Time>,
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asset_server: Res<AssetServer>,
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) {
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spawner.timer.tick(time.delta());
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// Guard clause
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if !spawner.timer.just_finished() {
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return;
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}
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// check positions
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let available_slot = queue.occupied.iter().position(|&occupied| !occupied);
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let Some(slot_index) = available_slot else {
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println!("FULL");
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return;
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};
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// Take first location
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let target_position = queue.positions[slot_index];
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queue.occupied[slot_index] = true;
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commands.spawn((
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SceneRoot(asset_server.load("models/customer.glb#Scene0")),
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Transform::from_xyz(20.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
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Unit {
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move_speed: 5.0,
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height_offset: 1.5,
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},
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Customer {
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order: Item::Burger,
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served: false,
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range: 4.0,
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},
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MoveTarget {
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position: target_position,
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},
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QueueSlot(slot_index),
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children![(
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SceneRoot(asset_server.load("models/burger.glb#Scene0")),
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Transform::from_xyz(0.0, 7.1, 0.0).with_scale(Vec3::splat(0.9)),
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Visibility::Hidden,
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CustomerBurgerIndicator,
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)],
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));
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}
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pub fn despawn_customers(
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mut commands: Commands,
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mut queue: ResMut<CounterQueue>,
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customers: Query<(Entity, &Transform, &Customer, &QueueSlot)>,
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) {
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for (entity, transform, customer, slot) in customers.iter() {
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if customer.served && transform.translation.x > 25.0 {
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// Customer reached border
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queue.occupied[slot.0] = false;
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commands.entity(entity).despawn();
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println!("CUSTOMER DELETED!");
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}
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}
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}
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pub fn update_customer_indicators(
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customers: Query<(&Customer, &Children)>,
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mut burgers: Query<&mut Visibility, With<CustomerBurgerIndicator>>,
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) {
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for (customer, children) in customers.iter() {
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for child in children.iter() {
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if let Ok(mut visibility) = burgers.get_mut(child) {
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*visibility = if customer.served {
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Visibility::Visible
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} else {
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Visibility::Hidden
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};
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}
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}
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}
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}
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@@ -1,3 +1,4 @@
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pub mod customer;
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pub mod gameplay;
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pub mod movement;
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pub mod setup;
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@@ -101,7 +101,7 @@ pub fn update_progress_bar(
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}
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}
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pub fn update_burger_indicators(
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pub fn update_player_indicator(
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player: Query<&Player>,
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mut burger: Query<(&mut Visibility, &mut Transform), With<PlayerBurgerIndicator>>,
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time: Res<Time>,
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@@ -34,7 +34,7 @@ pub fn setup(
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)),
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));
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// Plane
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// Floor plane
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commands.spawn((
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Mesh3d(meshes.add(Plane3d::new(Vec3::Y, Vec2::splat(50.0)))),
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MeshMaterial3d(materials.add(Color::srgb(0.3, 0.5, 0.3))),
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@@ -94,21 +94,17 @@ pub fn setup(
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NotShadowCaster,
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));
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// Customer
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commands.spawn((
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SceneRoot(asset_server.load("models/customer.glb#Scene0")),
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Transform::from_xyz(20.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
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Unit {
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move_speed: 5.0,
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height_offset: 1.5,
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},
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Customer {
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order: Item::Burger,
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served: false,
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range: 4.0,
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},
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MoveTarget {
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position: Vec3::new(12.0, 0.0, 0.0),
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},
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));
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// Customer spawner
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commands.insert_resource(CounterQueue {
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positions: vec![
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Vec3::new(12.0, 0.0, -4.0),
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Vec3::new(12.0, 0.0, 0.0),
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Vec3::new(12.0, 0.0, 4.0),
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],
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occupied: vec![false, false, false],
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});
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commands.insert_resource(CustomerSpawner {
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timer: Timer::from_seconds(7.0, TimerMode::Repeating),
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});
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}
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