 		family.similarNearbyCount = nearbyHouses.filter { ($0 as! House).occupant?.type == family.type }.count
 		family.otherNearbyCount   = nearbyHouses.filter { ($0 as! House).occupant?.type != family.type }.count
 		let similarityPercent: Float = (Float(family.similarNearbyCount) * Float(family.totalNearby) / 100)
+		
 //		print(similarityPercent)
 		family.isHappy = similarityPercent <= tolerance
+		
 		if !family.isHappy {
-			family.findNewSpot(world: world)
+			family.findNewSpot(world: &world)
 			allAreHappy = false
 		} else {
 //			print("happy")
 		}
 	}
 	if allAreHappy {
+		print("all happy")
 		worldSequence.stop = true
 	}
+	
 }
+
+print("99")

	}
}

worldSequence.updater = { world in
	var allAreHappy = true
	for agent in world.agents {

import XCPlayground
import WorldKit

let tolerance: Float = 0.2
let density = 70

var percentSimilar = 100.0
var percentHappy = 100.0

let initialWorld = World(rows: 15, columns: 15, cellType: House.self)
let worldSequence = WorldSequence(initial: initialWorld)
let worldView = WorldView(worldSequence: worldSequence)

