Typo fixes
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@@ -1740,8 +1740,8 @@ lst.unitlocate = Locate a specific type of position/building anywhere on the map
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lst.getblock = Get tile data at any location.
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lst.getblock = Get tile data at any location.
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lst.setblock = Set tile data at any location.
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lst.setblock = Set tile data at any location.
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lst.spawnunit = Spawn unit at a location.
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lst.spawnunit = Spawn unit at a location.
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lst.applystatus = Apply or clear a status effect from a uniut.
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lst.applystatus = Apply or clear a status effect from a unit.
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lst.spawnwave = Simulate a wave being spawned at a arbitrary location.\nWill not increment the wave counter.
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lst.spawnwave = Simulate a wave being spawned at an arbitrary location.\nWill not increment the wave counter.
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lst.explosion = Create an explosion at a location.
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lst.explosion = Create an explosion at a location.
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lst.setrate = Set processor execution speed in instructions/tick.
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lst.setrate = Set processor execution speed in instructions/tick.
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lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
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lst.fetch = Lookup units, cores, players or buildings by index.\nIndices start at 0 and end at their returned count.
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@@ -78,8 +78,6 @@ public class DuctRouter extends Block{
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public float progress;
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public float progress;
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public @Nullable Item current;
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public @Nullable Item current;
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protected int acceptors;
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@Override
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@Override
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public void draw(){
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public void draw(){
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Draw.rect(region, x, y);
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Draw.rect(region, x, y);
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@@ -101,7 +99,8 @@ public class DuctRouter extends Block{
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var target = target();
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var target = target();
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if(target != null){
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if(target != null){
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target.handleItem(this, current);
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target.handleItem(this, current);
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cdump = ((cdump + 1) % acceptors);
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int mod = sortItem != null && current != sortItem ? 2 : 3;
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cdump = ((cdump + 1) % mod);
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items.remove(current, 1);
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items.remove(current, 1);
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current = null;
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current = null;
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progress %= (1f - 1f/speed);
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progress %= (1f - 1f/speed);
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@@ -125,18 +124,6 @@ public class DuctRouter extends Block{
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public Building target(){
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public Building target(){
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if(current == null) return null;
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if(current == null) return null;
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acceptors = 0;
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//TODO this is horrible.
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for(int i = -1; i <= 1; i++){
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int dir = Mathf.mod(rotation + i, 4);
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if(sortItem != null && (current == sortItem) != (dir == rotation)) continue;
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Building other = nearby(dir);
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if(other != null && other.team == team && other.acceptItem(this, current)){
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acceptors ++;
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}
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}
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for(int i = -1; i <= 1; i++){
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for(int i = -1; i <= 1; i++){
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int dir = Mathf.mod(rotation + (((i + cdump + 1) % 3) - 1), 4);
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int dir = Mathf.mod(rotation + (((i + cdump + 1) % 3) - 1), 4);
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if(sortItem != null && (current == sortItem) != (dir == rotation)) continue;
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if(sortItem != null && (current == sortItem) != (dir == rotation)) continue;
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