Replaced concept of "turns" with raw seconds
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@@ -4,11 +4,7 @@ import arc.*;
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import arc.math.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.content.*;
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import mindustry.game.EventType.*;
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import mindustry.game.SectorInfo.*;
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import mindustry.io.*;
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import mindustry.type.*;
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import mindustry.world.blocks.storage.*;
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@@ -18,8 +14,8 @@ import static mindustry.Vars.*;
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public class Universe{
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private long seconds;
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private float secondCounter;
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private int turn;
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private float turnCounter;
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private int event;
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private float eventCounter;
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private Schematic lastLoadout;
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private Seq<ItemStack> lastLaunchResources = new Seq<>();
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@@ -59,11 +55,11 @@ public class Universe{
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}
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}
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//update turn state - happens only in-game
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turnCounter += Time.delta();
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//update event counter - happens only in-game
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eventCounter += Time.delta();
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if(turnCounter >= turnDuration){
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runTurn();
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if(eventCounter >= eventRate){
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runEvents();
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}
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if(state.hasSector()){
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@@ -113,70 +109,12 @@ public class Universe{
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return schem == null ? all.first() : schem;
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}
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public int[] getTotalExports(){
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int[] exports = new int[Vars.content.items().size];
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/** Runs possible events. Resets event counter. */
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public void runEvents(){
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event++;
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eventCounter = 0;
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for(Planet planet : content.planets()){
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for(Sector sector : planet.sectors){
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//ignore the current sector if the player is in it right now
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if(sector.hasBase() && !sector.isBeingPlayed()){
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SaveMeta meta = sector.save.meta;
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for(ObjectMap.Entry<Item, ExportStat> entry : meta.secinfo.export){
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//total is calculated by items/sec (value) * turn duration in seconds
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int total = (int)(entry.value.mean * turnDuration / 60f);
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exports[entry.key.id] += total;
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}
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}
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}
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}
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return exports;
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}
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public void runTurns(int amount){
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for(int i = 0; i < amount; i++){
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runTurn();
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}
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}
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/** Runs a turn once. Resets turn counter. */
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public void runTurn(){
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turn ++;
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turnCounter = 0;
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//TODO EVENTS + a notification
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//increment turns passed for sectors with waves
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//TODO a turn passing may break the core; detect this, send an event and mark the sector as having no base!
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for(Planet planet : content.planets()){
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for(Sector sector : planet.sectors){
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//update turns passed for all sectors
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if(!sector.isBeingPlayed() && sector.hasSave()){
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sector.setTurnsPassed(sector.getTurnsPassed() + 1);
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}
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}
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}
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//calculate passive item generation
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//TODO make exports only update for sector with items
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//TODO items should be added directly to cores!
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Events.fire(new TurnEvent());
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}
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public int getTurn(){
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return turn;
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}
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public int getSectorsAttacked(){
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int count = 0;
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for(Planet planet : content.planets()){
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count += planet.sectors.count(s -> !s.isBeingPlayed() && s.hasSave() && s.hasWaves());
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}
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return count;
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//TODO events
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}
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public float secondsMod(float mod, float scale){
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@@ -193,14 +131,14 @@ public class Universe{
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private void save(){
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Core.settings.put("utime", seconds);
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Core.settings.put("turn", turn);
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Core.settings.put("turntime", turnCounter);
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Core.settings.put("event", event);
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Core.settings.put("eventtime", eventCounter);
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}
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private void load(){
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seconds = Core.settings.getLong("utime");
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turn = Core.settings.getInt("turn");
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turnCounter = Core.settings.getFloat("turntime");
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event = Core.settings.getInt("event");
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eventCounter = Core.settings.getFloat("eventtime");
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}
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}
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