WIP launch pad rework
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@@ -163,31 +163,6 @@ public class Universe{
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continue;
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}
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//first pass: clear import stats
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for(Sector sector : planet.sectors){
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if(sector.hasBase() && !sector.isBeingPlayed()){
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sector.info.lastImported.clear();
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}
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}
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//second pass: update export & import statistics
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for(Sector sector : planet.sectors){
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if(sector.hasBase() && !sector.isBeingPlayed()){
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//export to another sector
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if(sector.info.destination != null){
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Sector to = sector.info.destination;
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if(to.hasBase() && to.planet == planet){
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ItemSeq items = new ItemSeq();
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//calculated exported items to this sector
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sector.info.export.each((item, stat) -> items.add(item, (int)(stat.mean * newSecondsPassed * sector.getProductionScale())));
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to.addItems(items);
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to.info.lastImported.add(items);
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}
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}
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}
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}
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//third pass: everything else
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for(Sector sector : planet.sectors){
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if(sector.hasBase()){
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@@ -202,6 +177,8 @@ public class Universe{
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//increment seconds passed for this sector by the time that just passed with this turn
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if(!sector.isBeingPlayed()){
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//TODO: if a planet has sectors under attack and simulation is OFF, just don't simulate it
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//increment time if attacked
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if(sector.isAttacked()){
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sector.info.secondsPassed += turnDuration/60f;
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@@ -247,7 +224,8 @@ public class Universe{
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sector.info.export.each((item, stat) -> {
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if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean < 0 && stat.mean > 0){
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//cap export by import when production is negative.
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stat.mean = Math.min(sector.info.lastImported.get(item) / (float)newSecondsPassed, stat.mean);
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//TODO remove
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stat.mean = Math.min(0f, stat.mean);
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}
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});
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