Turn logic / Cross-sector production / Pad tweaks

This commit is contained in:
Anuken
2020-05-15 11:03:21 -04:00
parent 603cb4295a
commit b68e0a8562
16 changed files with 188 additions and 39 deletions

View File

@@ -2,8 +2,10 @@ package mindustry.game;
import arc.*;
import arc.math.*;
import arc.struct.ObjectFloatMap.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.io.*;
import mindustry.type.*;
import static mindustry.Vars.*;
@@ -69,7 +71,24 @@ public class Universe{
}
private void onTurn(){
//create a random event here, e.g. invasion
//TODO run waves on hostile sectors, damage them
//calculate passive items
for(Planet planet : content.planets()){
for(Sector sector : planet.sectors){
if(sector.hasSave()){
SaveMeta meta = sector.save.meta;
for(Entry<Item> entry : meta.productionRates){
//total is calculated by items/sec (value) * turn duration in seconds
int total = (int)(entry.value * turnDuration / 60f);
//add the items to global data
data.addItem(entry.key, total);
}
}
}
}
}
public float secondsMod(float mod, float scale){