Initial Efficiency is now zero. Blocks display efficiency.
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@@ -4,6 +4,7 @@ import io.anuke.mindustry.content.Liquids;
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import io.anuke.mindustry.content.fx.BlockFx;
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import io.anuke.mindustry.game.ContentList;
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import io.anuke.mindustry.world.Block;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.blocks.power.*;
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public class PowerBlocks extends BlockList implements ContentList{
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@@ -41,14 +42,26 @@ public class PowerBlocks extends BlockList implements ContentList{
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itemDuration = 220f;
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}};
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solarPanel = new PowerGenerator("solar-panel"){{
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powerProduction = 0.0045f;
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}};
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// TODO: Maybe reintroduce a class for the initial production efficiency
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solarPanel = new PowerGenerator("solar-panel"){
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{
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powerProduction = 0.0045f;
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}
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@Override
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public void update(Tile tile){
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tile.<GeneratorEntity>entity().productionEfficiency = 1.0f;
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}
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};
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largeSolarPanel = new PowerGenerator("solar-panel-large"){{
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powerProduction = 0.055f;
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size = 3;
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}};
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largeSolarPanel = new PowerGenerator("solar-panel-large"){
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{
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powerProduction = 0.055f;
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}
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@Override
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public void update(Tile tile){
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tile.<GeneratorEntity>entity().productionEfficiency = 1.0f;
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}
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};
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thoriumReactor = new NuclearReactor("thorium-reactor"){{
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size = 3;
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@@ -337,9 +337,8 @@ public class Block extends BaseBlock {
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}
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public void setBars(){
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if(consumes.has(ConsumePower.class)){
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if(consumes.has(ConsumePower.class))
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bars.add(new BlockBar(BarType.power, true, tile -> tile.entity.power.satisfaction));
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}
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if(hasLiquids)
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bars.add(new BlockBar(BarType.liquid, true, tile -> tile.entity.liquids.total() / liquidCapacity));
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if(hasItems)
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@@ -1,5 +1,7 @@
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package io.anuke.mindustry.world.blocks.power;
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import io.anuke.mindustry.world.BarType;
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import io.anuke.mindustry.world.meta.BlockBar;
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import io.anuke.mindustry.world.meta.StatUnit;
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import io.anuke.ucore.util.EnumSet;
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@@ -11,6 +13,11 @@ import io.anuke.mindustry.world.meta.BlockStat;
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public class PowerGenerator extends PowerDistributor{
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/** The amount of power produced per tick. */
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protected float powerProduction;
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/** The maximum possible efficiency for this generator. Supply values larger than 1.0f if more than 100% is possible.
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* This could be the case when e.g. an item with 100% flammability is the reference point, but a more effective liquid
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* can be supplied as an alternative.
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*/
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protected float maxEfficiency = 1.0f;
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public BlockStat generationType = BlockStat.basePowerGeneration;
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public PowerGenerator(String name){
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@@ -40,8 +47,16 @@ public class PowerGenerator extends PowerDistributor{
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return new GeneratorEntity();
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}
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@Override
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public void setBars(){
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super.setBars();
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if(hasPower){
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bars.add(new BlockBar(BarType.power, true, tile -> tile.<GeneratorEntity>entity().productionEfficiency / maxEfficiency));
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}
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}
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public static class GeneratorEntity extends TileEntity{
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public float generateTime;
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public float productionEfficiency = 1;
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public float productionEfficiency = 0.0f;
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}
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}
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@@ -86,7 +86,9 @@ public class ConsumePower extends Consume{
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* @return The amount of power which is requested per tick.
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*/
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public float requestedPower(Block block, TileEntity entity){
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// TODO Is it possible to make the block not consume power while items/liquids are missing?
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// TODO Make the block not consume power on the following conditions, either here or in PowerGraph:
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// - Other consumers are not valid, e.g. additional input items/liquids are missing
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// - Buffer is full
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return powerPerTick;
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}
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