Sector refactoring, invasions and cleanup
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@@ -26,7 +26,7 @@ public class SectorInfo{
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/** Export statistics. */
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public ObjectMap<Item, ExportStat> export = new ObjectMap<>();
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/** Items stored in all cores. */
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public ItemSeq coreItems = new ItemSeq();
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public ItemSeq items = new ItemSeq();
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/** The best available core type. */
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public Block bestCoreType = Blocks.air;
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/** Max storage capacity. */
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@@ -39,13 +39,26 @@ public class SectorInfo{
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public @Nullable Sector destination;
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/** Resources known to occur at this sector. */
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public Seq<UnlockableContent> resources = new Seq<>();
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/** Whether waves are enabled here. */
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public boolean waves = true;
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/** Wave # from state */
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public int wave = 1, winWave = -1;
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/** Time between waves. */
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public float waveSpacing = 60 * 60 * 2;
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/** Damage dealt to sector. */
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public float damage;
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/** How many waves have passed while the player was away. */
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public int wavesPassed;
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/** Packed core spawn position. */
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public int spawnPosition;
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/** How long the player has been playing elsewhere. */
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public float secondsPassed;
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/** Display name. */
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public @Nullable String name;
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/** Special variables for simulation. */
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public float sumHealth, sumRps, sumDps, waveHealthBase, waveHealthSlope, waveDpsBase, waveDpsSlope;
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/** Time spent at this sector. Do not use unless you know what you're doing. */
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public transient float internalTimeSpent;
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/** Counter refresh state. */
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private transient Interval time = new Interval();
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/** Core item storage to prevent spoofing. */
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@@ -84,27 +97,55 @@ public class SectorInfo{
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return export.get(item, ExportStat::new).mean;
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}
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/** Write contents of meta into main storage. */
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public void write(){
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state.wave = wave;
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state.rules.waves = waves;
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state.rules.waveSpacing = waveSpacing;
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state.rules.winWave = winWave;
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CoreBuild entity = state.rules.defaultTeam.core();
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if(entity != null){
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entity.items.clear();
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entity.items.add(items);
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//ensure capacity.
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entity.items.each((i, a) -> entity.items.set(i, Math.min(a, entity.block.itemCapacity)));
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}
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//TODO write items.
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}
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/** Prepare data for writing to a save. */
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public void prepare(){
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//update core items
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coreItems.clear();
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items.clear();
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CoreBuild entity = state.rules.defaultTeam.core();
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if(entity != null){
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ItemModule items = entity.items;
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for(int i = 0; i < items.length(); i++){
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coreItems.set(content.item(i), items.get(i));
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this.items.set(content.item(i), items.get(i));
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}
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spawnPosition = entity.pos();
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}
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waveSpacing = state.rules.waveSpacing;
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wave = state.wave;
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winWave = state.rules.winWave;
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waves = state.rules.waves;
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hasCore = entity != null;
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bestCoreType = !hasCore ? Blocks.air : state.rules.defaultTeam.cores().max(e -> e.block.size).block;
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storageCapacity = entity != null ? entity.storageCapacity : 0;
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secondsPassed = 0;
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wavesPassed = 0;
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damage = 0;
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//update sector's internal time spent counter
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state.rules.sector.setTimeSpent(internalTimeSpent);
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state.rules.sector.setUnderAttack(state.rules.waves);
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if(state.rules.sector != null){
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state.rules.sector.info = this;
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state.rules.sector.saveInfo();
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}
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SectorDamage.writeParameters(this);
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}
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@@ -115,14 +156,6 @@ public class SectorInfo{
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//updating in multiplayer as a client doesn't make sense
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if(net.client()) return;
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internalTimeSpent += Time.delta;
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//autorun turns
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if(internalTimeSpent >= turnDuration){
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internalTimeSpent = 0;
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universe.runTurn();
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}
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CoreBuild ent = state.rules.defaultTeam.core();
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//refresh throughput
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