non-functional loading screen
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@@ -15,7 +15,7 @@ import io.anuke.mindustry.world.*;
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import io.anuke.mindustry.world.blocks.*;
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import io.anuke.mindustry.world.meta.*;
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import static io.anuke.mindustry.Vars.*;
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import static io.anuke.mindustry.Min.*;
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/** Class used for indexing special target blocks for AI. */
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@SuppressWarnings("unchecked")
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@@ -24,7 +24,7 @@ public class BlockIndexer{
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private final static int quadrantSize = 16;
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/** Set of all ores that are being scanned. */
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private final ObjectSet<Item> scanOres = ObjectSet.with(Item.getAllOres().toArray(Item.class));
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private final ObjectSet<Item> scanOres = new ObjectSet<>();
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private final ObjectSet<Item> itemSet = new ObjectSet<>();
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/** Stores all ore quadtrants on the map. */
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private ObjectMap<Item, ObjectSet<Tile>> ores;
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@@ -57,6 +57,8 @@ public class BlockIndexer{
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});
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Events.on(WorldLoadEvent.class, event -> {
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scanOres.clear();
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scanOres.addAll(Item.getAllOres());
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damagedTiles = new ObjectSet[Team.all.length];
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flagMap = new ObjectSet[Team.all.length][BlockFlag.all.length];
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@@ -16,8 +16,7 @@ import io.anuke.mindustry.world.Pos;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.meta.BlockFlag;
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import static io.anuke.mindustry.Vars.state;
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import static io.anuke.mindustry.Vars.world;
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import static io.anuke.mindustry.Min.*;
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public class Pathfinder{
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private static final long maxUpdate = Time.millisToNanos(4);
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@@ -117,7 +116,7 @@ public class Pathfinder{
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path.lastSearchTime = Time.millis();
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//add all targets to the frontier
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for(Tile other : world.indexer.getEnemy(team, BlockFlag.target)){
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for(Tile other : indexer.getEnemy(team, BlockFlag.target)){
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path.weights[other.x][other.y] = 0;
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path.searches[other.x][other.y] = (short)path.search;
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path.frontier.addFirst(other.pos());
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@@ -17,7 +17,7 @@ import io.anuke.mindustry.game.SpawnGroup;
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import io.anuke.mindustry.net.Net;
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import io.anuke.mindustry.world.Tile;
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import static io.anuke.mindustry.Vars.*;
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import static io.anuke.mindustry.Min.*;
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public class WaveSpawner{
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private static final float margin = 40f, coreMargin = tilesize * 3; //how far away from the edge flying units spawn
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