You are an expert in writing code in many different languages. Your goal is to perform code completion for the following code, keeping in mind the rest of the code and the file meta data.
    Metadata details:
    filename: inspected_aura.rs
    path of file: ./repos/Egregoria/native_app/src/newgui/tools
    
    the code of the file until where you have to start completion: use crate::newgui::selectable::select_radius;
use crate::newgui::{InspectedBuilding, InspectedEntity};
use crate::rendering::immediate::ImmediateDraw;
use crate::uiworld::UiWorld;
use geom::Color;
use simulation::transportation::Location;
use simulation::{AnyEntity, Simulation};

/// InspectedAura shows the circle around the inspected entity
pub fn inspected_aura(sim: &Simulation, uiworld: &UiWorld) {
    profiling::scope!("gui::inspected_aura");
    let inspected = uiworld.write::<InspectedEntity>();
    let mut inspected_b = uiworld.write::<InspectedBuilding>();
    let map = sim.map();
    let mut draw = uiworld.write::<ImmediateDraw>();

    if let Some(sel) = inspected.e {
        let mut pos = sim.pos_any(sel);

        if let AnyEntity::HumanID(id) = sel {
            let loc = &sim.world().get(id).
    
pub fn inspected_aura(sim: &Simulation, uiworld: &UiWorld) {
    profiling::scope!("gui::inspected_aura");
    let inspected = uiworld.write::<InspectedEntity>();
    let mut inspected_b = uiworld.write::<InspectedBuilding>();
    let map = sim.map();
    let mut draw = uiworld.write::<ImmediateDraw>();

    if let Some(sel) = inspected.e {
        let mut pos = sim.pos_any(sel);

        if let AnyEntity::HumanID(id) = sel {
            let loc = &sim.world().get(id).unwrap().location;
            match *loc {
                Location::Outside => {}
                Location::Vehicle(v) => pos = sim.pos(v),
                Location::Building(b) => pos = map.buildings().get(b).map(|b| b.door_pos),
            }
        }

        if let Some(pos) = pos {
            let select_radius = select_radius(sel);

            if select_radius > 0.0 {
                draw.stroke_circle(pos.up(0.25), select_radius, (select_radius * 0.01).max(0.1))
                    .color(Color::gray(0.7));
            }
        }
    }

    if let Some(sel) = inspected_b.e {
        let Some(b) = map.buildings().get(sel) else {
            inspected_b.e = None;
            return;
        };

        // already shown by zonedit
        if b.zone.is_some() {
            return;
        }

        draw.obb(b.obb, b.height + 0.01)
            .color(simulation::colors().gui_primary);
    }
}