update
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@@ -110,7 +110,6 @@ public class ApplicationTests{
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Time.setDeltaProvider(() -> 1000f);
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Time.update();
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Time.update();
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Time.setDeltaProvider(() -> 1f);
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Groups.unit.update();
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assertFalse(Groups.unit.isEmpty(), "No enemies spawned.");
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}
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@@ -289,7 +288,6 @@ public class ApplicationTests{
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state.set(State.playing);
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world.tile(0, 0).setBlock(Blocks.conveyor);
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world.tile(0, 0).rotation(0);
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world.tile(0, 0).build.acceptStack(Items.copper, 1000, null);
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}
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@@ -372,8 +370,7 @@ public class ApplicationTests{
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Seq<Building> entities = Seq.with(world.tile(0, 0).build);
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for(int i = 0; i < length; i++){
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world.tile(i + 1, 0).setBlock(Blocks.conveyor);
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world.tile(i + 1, 0).rotation(0);
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world.tile(i + 1, 0).setBlock(Blocks.conveyor, Team.derelict, 0);
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entities.add(world.tile(i + 1, 0).build);
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}
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@@ -89,7 +89,7 @@ public class ItemLiquidGeneratorTests extends PowerTestFixture{
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assertTrue(entity.acceptLiquid(null, liquid, availableLiquidAmount), inputType + " | " + parameterDescription + ": Liquids which will be declined by the generator don't need to be tested - The code won't be called for those cases.");
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entity.liquids.add(liquid, availableLiquidAmount);
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entity.cons().update();
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entity.cons.update();
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// Perform an update on the generator once - This should use up any resource up to the maximum liquid usage
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entity.updateTile();
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@@ -133,7 +133,7 @@ public class ItemLiquidGeneratorTests extends PowerTestFixture{
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if(amount > 0){
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entity.items.add(item, amount);
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}
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entity.cons().update();
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entity.cons.update();
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// Perform an update on the generator once - This should use up one or zero items - dependent on if the item is accepted and available or not.
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try{
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@@ -164,7 +164,7 @@ public class ItemLiquidGeneratorTests extends PowerTestFixture{
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// Burn a single coal and test for the duration
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entity.items.add(Items.coal, 1);
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entity.cons().update();
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entity.cons.update();
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entity.updateTile();
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float expectedEfficiency = entity.productionEfficiency;
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@@ -86,7 +86,7 @@ public class PowerTestFixture{
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Reflect.set(Tile.class, tile, "floor", Blocks.sand);
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// Simulate the "changed" method. Calling it through reflections would require half the game to be initialized.
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tile.build = block.newEntity().init(tile, Team.sharded, false);
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tile.build = block.newEntity().init(tile, Team.sharded, false, 0);
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if(block.hasPower){
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tile.build.power.graph = new PowerGraph(){
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//assume there's always something consuming power
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@@ -64,7 +64,7 @@ public class PowerTests extends PowerTestFixture{
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assertEquals(producedPower * Time.delta, powerGraph.getPowerProduced(), Mathf.FLOAT_ROUNDING_ERROR);
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assertEquals(requiredPower * Time.delta, powerGraph.getPowerNeeded(), Mathf.FLOAT_ROUNDING_ERROR);
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// Update and check for the expected power status of the consumer
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//Update and check for the expected power status of the consumer
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powerGraph.update();
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assertEquals(expectedSatisfaction, directConsumerTile.build.power.status, Mathf.FLOAT_ROUNDING_ERROR, parameterDescription + ": Satisfaction of direct consumer did not match");
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}
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