added small game logic, cooking burger and serving customer
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assets/models/customer.glb
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BIN
assets/models/customer.glb
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173
src/main.rs
173
src/main.rs
@@ -4,14 +4,42 @@ fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_systems(Startup, setup)
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.add_systems(Update, (handle_click, move_to_target))
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.add_systems(
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Update,
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(handle_click, move_to_target, fryer_cook, customer_serve),
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)
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.run();
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}
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#[derive(PartialEq)]
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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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struct Customer {
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order: Item,
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served: bool,
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range: f32,
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}
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#[derive(Component)]
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struct Fryer {
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range: f32,
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speed: f32,
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}
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#[derive(Component)]
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struct Unit {
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move_speed: f32,
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height_offset: f32,
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}
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#[derive(Component)]
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struct Player {
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move_speed: f32,
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height_offset: f32,
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holding: Item,
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progress: f32,
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}
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#[derive(Component)]
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@@ -31,22 +59,7 @@ fn setup(
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Transform::from_xyz(0.0, 25.0, -25.0).looking_at(Vec3::ZERO, Vec3::Y),
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));
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// Player
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commands.spawn((
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SceneRoot(asset_server.load("models/employee.glb#Scene0")),
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//MeshMaterial3d(materials.add(Color::srgb(0.9, 0.83, 0.6))),
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Transform::from_xyz(0.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
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Player {
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move_speed: 10.0,
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height_offset: 1.5,
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},
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MoveTarget {
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position: Vec3::new(0.0, 0.0, 0.0),
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},
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));
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// Light
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commands.insert_resource(AmbientLight {
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color: Color::WHITE,
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brightness: 200.0, // Subtle fill light so shadows aren't pitch black
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@@ -67,27 +80,71 @@ fn setup(
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)),
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));
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/*commands.spawn((
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PointLight {
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intensity: 1000000.0,
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shadows_enabled: true,
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..default()
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},
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Transform::from_xyz(0.0, 10.0, 0.0),
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));*/
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// 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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));
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// Fryer
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 1.75, 2.0))),
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Transform::from_xyz(-10.0, 0.875, 0.0),
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MeshMaterial3d(materials.add(Color::srgb(0.1, 0.1, 0.1))),
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Fryer {
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range: 3.0,
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speed: 50.0,
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},
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));
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// Front Counter
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commands.spawn((
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Mesh3d(meshes.add(Cuboid::new(2.0, 1.5, 10.0))),
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Transform::from_xyz(10.0, 0.75, 0.0),
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MeshMaterial3d(materials.add(Color::srgb(0.7, 0.7, 0.7))),
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));
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// Player
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commands.spawn((
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SceneRoot(asset_server.load("models/employee.glb#Scene0")),
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Transform::from_xyz(0.0, 1.5, 0.0).with_scale(Vec3::splat(0.5)),
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Unit {
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move_speed: 10.0,
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height_offset: 1.5,
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},
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Player {
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holding: Item::None,
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progress: 0.0,
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},
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MoveTarget {
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position: Vec3::new(0.0, 0.0, 0.0),
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},
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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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}
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fn handle_click(
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mouse_button: Res<ButtonInput<MouseButton>>,
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windows: Query<&Window>,
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camera_query: Query<(&Camera, &GlobalTransform)>,
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mut target_query: Query<&mut MoveTarget>,
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mut target_query: Query<&mut MoveTarget, With<Player>>,
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) {
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// Guard clause
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if !mouse_button.just_pressed(MouseButton::Right) {
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@@ -126,9 +183,9 @@ fn handle_click(
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}
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}
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fn move_to_target(mut query: Query<(&mut Transform, &MoveTarget, &Player)>, time: Res<Time>) {
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for (mut transform, target, player) in query.iter_mut() {
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let adjusted_target = target.position + Vec3::Y * player.height_offset;
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fn move_to_target(mut query: Query<(&mut Transform, &MoveTarget, &Unit)>, time: Res<Time>) {
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for (mut transform, target, unit) in query.iter_mut() {
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let adjusted_target = target.position + Vec3::Y * unit.height_offset;
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let direction = adjusted_target - transform.translation;
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let distance = direction.length();
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@@ -137,16 +194,62 @@ fn move_to_target(mut query: Query<(&mut Transform, &MoveTarget, &Player)>, time
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continue;
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}
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let move_amount = player.move_speed * time.delta_secs();
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let move_amount = unit.move_speed * time.delta_secs();
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// Snap
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if distance < move_amount {
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transform.translation = adjusted_target;
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} else {
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transform.translation += direction.normalize() * move_amount;
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let target_look = target.position + Vec3::Y * player.height_offset;
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transform.look_at(target_look, Vec3::Y);
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transform.look_at(adjusted_target, Vec3::Y);
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}
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}
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}
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fn fryer_cook(
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mut player: Query<(&mut Player, &Transform)>,
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fryer: Query<(&Fryer, &Transform)>,
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time: Res<Time>,
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) {
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for (mut player_data, player_transform) in player.iter_mut() {
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if player_data.holding == Item::Burger {
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continue;
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}
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for (fryer, fryer_transform) in fryer.iter() {
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let distance = player_transform.translation - fryer_transform.translation;
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if distance.length() < fryer.range {
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player_data.progress += fryer.speed * time.delta_secs();
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if player_data.progress > 100.0 {
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player_data.holding = Item::Burger;
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println!("YOU HAVE BURGER!!");
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}
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} else {
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player_data.progress = 0.0;
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}
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}
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}
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}
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fn customer_serve(
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mut customer: Query<(&mut Customer, &mut MoveTarget, &Transform)>,
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mut player: Query<(&mut Player, &Transform)>,
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) {
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for (mut player_data, player_transform) in player.iter_mut() {
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if player_data.holding == Item::None {
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continue;
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}
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for (mut customer_data, mut customer_target, customer_transform) in customer.iter_mut() {
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if player_data.holding != customer_data.order {
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continue;
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}
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let distance = player_transform.translation - customer_transform.translation;
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if distance.length() < customer_data.range {
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player_data.holding = Item::None;
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customer_data.served = true;
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customer_target.position = Vec3::new(20.0, 0.0, 0.0);
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}
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}
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}
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}
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