Various tweaks and speculative changes
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@@ -14,7 +14,8 @@ import static mindustry.Vars.*;
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/** Updates and handles state of the campaign universe. Has no relevance to other gamemodes. */
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public class Universe{
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private long seconds;
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private int seconds;
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private int netSeconds;
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private float secondCounter;
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private int turn;
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@@ -76,15 +77,19 @@ public class Universe{
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/** Update planet rotations, global time and relevant state. */
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public void update(){
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secondCounter += Time.delta / 60f;
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if(secondCounter >= 1){
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seconds += (int)secondCounter;
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secondCounter %= 1f;
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//only update time when not in multiplayer
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if(!net.client()){
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secondCounter += Time.delta / 60f;
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//save every few seconds
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if(seconds % 10 == 1){
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save();
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if(secondCounter >= 1){
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seconds += (int)secondCounter;
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secondCounter %= 1f;
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//save every few seconds
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if(seconds % 10 == 1){
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save();
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}
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}
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}
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@@ -191,25 +196,30 @@ public class Universe{
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return count;
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}
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public float secondsMod(float mod, float scale){
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return (seconds / scale) % mod;
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public void updateNetSeconds(int value){
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netSeconds = value;
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}
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public long seconds(){
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return seconds;
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public float secondsMod(float mod, float scale){
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return (seconds() / scale) % mod;
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}
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public int seconds(){
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//use networked seconds when playing as client
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return net.client() ? netSeconds : seconds;
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}
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public float secondsf(){
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return seconds + secondCounter;
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return seconds() + secondCounter;
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}
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private void save(){
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Core.settings.put("utime", seconds);
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Core.settings.put("utimei", seconds);
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Core.settings.put("turn", turn);
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}
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private void load(){
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seconds = Core.settings.getLong("utime");
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seconds = Core.settings.getInt("utimei");
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turn = Core.settings.getInt("turn");
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}
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