Fixed conveyor entities not sleeping
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@@ -1,7 +1,6 @@
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package io.anuke.mindustry.maps.generation;
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import com.badlogic.gdx.math.GridPoint2;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.IntArray;
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import com.badlogic.gdx.utils.ObjectMap;
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@@ -18,14 +17,13 @@ import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.blocks.Floor;
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import io.anuke.ucore.noise.RidgedPerlin;
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import io.anuke.ucore.noise.Simplex;
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import io.anuke.ucore.noise.VoronoiNoise;
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import io.anuke.ucore.util.Bits;
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import io.anuke.ucore.util.Geometry;
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import io.anuke.ucore.util.Mathf;
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import io.anuke.ucore.util.SeedRandom;
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import static io.anuke.mindustry.Vars.sectorSize;
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import static io.anuke.mindustry.Vars.state;
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import static io.anuke.mindustry.Vars.world;
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import static io.anuke.mindustry.Vars.*;
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public class WorldGenerator{
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@@ -35,6 +33,7 @@ public class WorldGenerator{
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private Simplex sim = new Simplex(seed);
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private Simplex sim2 = new Simplex(seed + 1);
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private Simplex sim3 = new Simplex(seed + 2);
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private VoronoiNoise vn = new VoronoiNoise(seed + 2, (short)0);
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private SeedRandom random = new SeedRandom(seed + 3);
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@@ -195,8 +194,10 @@ public class WorldGenerator{
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}
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}
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tiles[width / 2][height / 2].setBlock(StorageBlocks.core);
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tiles[width / 2][height / 2].setTeam(Team.blue);
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int coreX = width/2, coreY = height/3;
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tiles[coreX][coreY].setBlock(StorageBlocks.core);
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tiles[coreX][coreY].setTeam(Team.blue);
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prepareTiles(tiles, seed, true);
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}
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@@ -217,11 +218,11 @@ public class WorldGenerator{
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Block wall = Blocks.air;
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double elevation = sim.octaveNoise2D(detailed ? 7 : 2, 0.5, 1f / 500, x, y) * 4.1 - 1;
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double temp = sim3.octaveNoise2D(detailed ? 12 : 6, 0.54, 1f / 820f, x, y);
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double temp = vn.noise(x, y, 1f/200f)/2f + sim3.octaveNoise2D(detailed ? 12 : 6, 0.6, 1f / 620f, x, y);
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double r = sim2.octaveNoise2D(1, 0.6, 1f / 70, x, y);
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double edgeDist = Math.max(sectorSize / 2, sectorSize / 2) - Math.max(Math.abs(x - sectorSize / 2), Math.abs(y - sectorSize / 2));
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double dst = Vector2.dst((sectorX * sectorSize) + sectorSize/2f, (sectorY * sectorSize) + sectorSize/2f, x, y);
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//double dst = Vector2.dst((sectorX * sectorSize) + sectorSize/2f, (sectorY * sectorSize) + sectorSize/2f, x, y);
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double elevDip = 30;
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double border = 14;
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@@ -245,9 +246,9 @@ public class WorldGenerator{
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floor = Blocks.lava;
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}
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if(dst < elevDip){
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elevation -= (elevDip - dst) / elevDip * 3.0;
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}else if(detailed && r > 0.9){
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//if(dst < elevDip){
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// elevation -= (elevDip - dst) / elevDip * 3.0;
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/*}else*/if(detailed && r > 0.9){
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floor = Blocks.water;
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elevation = 0;
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