Refactoring / Launch pad tweaks
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@@ -2,13 +2,19 @@ package mindustry.game;
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import arc.math.*;
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import arc.struct.*;
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import mindustry.annotations.Annotations.*;
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import arc.util.*;
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import mindustry.type.*;
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import java.util.*;
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import static mindustry.Vars.content;
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@Serialize
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public class Stats{
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/** export window size in seconds */
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private static final int exportWindow = 60;
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/** refresh period of export in ticks */
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private static final float refreshPeriod = 60;
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/** Items delivered to global resoure counter. Zones only. */
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public ObjectIntMap<Item> itemsDelivered = new ObjectIntMap<>();
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/** Enemy (red team) units destroyed. */
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@@ -24,8 +30,35 @@ public class Stats{
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/** Friendly buildings destroyed. */
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public int buildingsDestroyed;
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/** Item production means. */
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private transient WindowedMean[] itemProduction = new WindowedMean[content.items().size];
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/** Item production means. Holds means per period. */
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private transient WindowedMean[] itemExport = new WindowedMean[content.items().size];
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/** Counters of items recieved this period. */
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private transient float[] itemCounters = new float[content.items().size];
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/** Counter refresh state. */
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private transient Interval time = new Interval();
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public Stats(){
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for(int i = 0; i < itemExport.length; i++){
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itemExport[i] = new WindowedMean(exportWindow);
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}
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}
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/** Updates export statistics. */
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public void handleItemExport(ItemStack stack){
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itemCounters[stack.item.id] += stack.amount;
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}
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public void update(){
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//refresh throughput
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if(time.get(refreshPeriod)){
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for(int i = 0; i < itemCounters.length; i++){
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itemExport[i].add(itemCounters[i]);
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}
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Arrays.fill(itemCounters, 0);
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}
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}
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public RankResult calculateRank(Sector zone, boolean launched){
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float score = 0;
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