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| } | ||
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| let previous_budget = memory.last_budget; | ||
| let budget = compute_spawn_budget(context.pp, state.weather, memory.prior_enemies, &cfg.0); | ||
| let budget = compute_spawn_budget( | ||
| context.pp, | ||
| state.weather, | ||
| memory.prior_enemies, | ||
| &cfg.0, | ||
| weather_config.as_ref().map(|w| w.as_ref()), | ||
| ); |
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Load WeatherConfig so spawn aggression takes effect
The new call to compute_spawn_budget accepts an optional WeatherConfig, but nothing ever inserts that resource into the Bevy world. The only code that constructs a WeatherConfig is the unused LOSPlugin in systems/gameplay/los.rs, and build_app/DirectorPlugin never add that plugin. As a result weather_config is always None here and the aggression percentages defined in assets/world/weather.toml are ignored, leaving spawn budgets unchanged for every weather. Consider inserting a WeatherConfig resource during startup so the weather multipliers can actually apply.
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| let _ = log_weather_state(&WeatherLogData { | ||
| route_id: route_id.unwrap_or(0), |
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Fix undefined route_id in LOS weather logging
The weather LOS helper logs route_id inside the m2_logs block, but the function parameter is named _route_id and there is no route_id binding in scope. Building with the m2_logs feature will therefore fail to compile with cannot find value 'route_id' in this scope. Use the provided parameter when logging so feature builds succeed.
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| let _ = log_weather_state(&WeatherLogData { | ||
| route_id: route_id.unwrap_or(0), | ||
| weather: format!("{:?}", weather), |
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Fix undefined route_id in drift weather logging
In get_drift_offset_mm the m2_logs logging blocks reference route_id, but the only argument is _route_id. Enabling the logging feature causes this function to fail compilation for the same reason as above. Replace the references with _route_id (and unwrap it where needed) so the optional logging build works.
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