pub fn active_proximity(&self, position: &puzzleverse_core::Point) -> impl std::iter::Iterator<Item = usize> + '_ {
    (match self.platforms.get(position.platform as usize).map(|platform| platform.terrain.get(&(position.x, position.y))).flatten() {
      Some(Ground::Pieces { proximity, .. }) => Some(proximity.iter().copied()),
      _ => None,
    })
    .into_iter()
    .flatten()
  }
/// Determine if there are any puzzle pieces buried in at a particular location that the player can interact with
Determine if there are any puzzle pieces buried in at a particular location that the player can interact with
Determine if there are any puzzle pieces buried in at a particular location that the player can interact with
pub fn active_proximity(&self, position: &puzzleverse_core::Point) -> impl std::iter::Iterator<Item = usize> + '_ {
    (match self.platforms.get(position.platform as usize).map(|platform| platform.terrain.get(&(position.x, position.y))).flatten() {
      Some(Ground::Pieces { proximity, .. }) => Some(proximity.iter().copied()),
      _ => None,
    })
    .into_iter()
    .flatten()
  }
pub fn active_proximity ( & self , position : & puzzleverse_core :: Point ) -> impl std :: iter :: Iterator < Item = usize > + ' _ { ( match self . platforms . get ( position . platform as usize ) . map ( | platform | platform . terrain . get ( & ( position . x , position . y ) ) ) . flatten ( ) { Some ( Ground :: Pieces { proximity , .. } ) => Some ( proximity . iter ( ) . copied ( ) ) , _ => None , } ) . into_iter ( ) . flatten ( ) }
Determine if there are any puzzle pieces buried in at a particular location that the player can interact with
Determine if there are any puzzle pieces buried in at a particular location that the player can interact with
&self
position
&puzzleverse_core::Point
&self
position
&puzzleverse_core::Point