Simplified power logic (#261)
* Simplified power logic * Made the requested changes
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@@ -5,7 +5,6 @@ import com.badlogic.gdx.utils.IntSet;
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import com.badlogic.gdx.utils.ObjectSet;
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import com.badlogic.gdx.utils.ObjectSet;
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import com.badlogic.gdx.utils.Queue;
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import com.badlogic.gdx.utils.Queue;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.ucore.core.Timers;
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import static io.anuke.mindustry.Vars.threads;
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import static io.anuke.mindustry.Vars.threads;
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@@ -39,37 +38,27 @@ public class PowerGraph{
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lastFrameUpdated = threads.getFrameID();
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lastFrameUpdated = threads.getFrameID();
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float totalInput = 0f;
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float totalInput = 0f;
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for(Tile producer : producers){
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for(Tile producer : producers){
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totalInput += producer.entity.power.amount;
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totalInput += producer.entity.power.amount;
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}
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}
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float maxOutput = 0f;
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for(Tile consumer : consumers){
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maxOutput += consumer.block().powerCapacity - consumer.entity.power.amount;
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}
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if (totalInput <= 0.0001f || maxOutput <= 0.0001f) {
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return;
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}
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float inputUsed = Math.min(maxOutput / totalInput, 1f);
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for(Tile producer : producers){
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for(Tile producer : producers){
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float accumulator = producer.entity.power.amount;
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producer.entity.power.amount -= producer.entity.power.amount * inputUsed;
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if(accumulator <= 0.0001f) continue;
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float toEach = accumulator / consumers.size;
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float outputs = 0f;
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for(Tile tile : consumers){
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outputs += Math.min(tile.block().powerCapacity - tile.entity.power.amount, toEach) / toEach;
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}
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}
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float finalEach = toEach / outputs * Timers.delta();
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float outputSatisfied = Math.min(totalInput / maxOutput, 1f);
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float buffer = 0f;
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for(Tile consumer : consumers){
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consumer.entity.power.amount += (consumer.block().powerCapacity - consumer.entity.power.amount) * outputSatisfied;
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if(Float.isNaN(finalEach) || Float.isInfinite(finalEach)){
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continue;
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}
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for(Tile tile : consumers){
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float used = Math.min(tile.block().powerCapacity - tile.entity.power.amount, finalEach) * accumulator / totalInput;
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buffer += used;
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tile.entity.power.amount += used;
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}
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producer.entity.power.amount -= buffer;
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}
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}
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}
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}
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