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Implemented mob roaming.
Will likely need further tuning. Mobs in vacant chunks are skipped.
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@@ -104,3 +104,15 @@ std::vector<Chunk*> ChunkManager::getDeltaChunks(std::vector<Chunk*> from, std::
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return delta;
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}
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bool ChunkManager::inPopulatedChunks(int posX, int posY) {
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auto chunk = ChunkManager::grabChunk(posX, posY);
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auto nearbyChunks = ChunkManager::grabChunks(chunk);
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for (Chunk *c: nearbyChunks) {
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if (!c->players.empty())
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return true;
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}
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return false;
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}
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