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horti and the better unloaders (#6201)
* hortiloaders 0.9.8.1 seq fix * tiny fixes added more comments * a tiny fix, and rewriting of a comment
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@ -128,3 +128,4 @@ SAMBUYYA
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genNAowl
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TranquillyUnpleasant
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Darkness6030
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hortiSquash
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@ -3,6 +3,7 @@ package mindustry.world.blocks.storage;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.scene.ui.layout.*;
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import arc.struct.*;
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import arc.util.*;
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import arc.util.io.*;
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import mindustry.entities.units.*;
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@ -54,56 +55,133 @@ public class Unloader extends Block{
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public class UnloaderBuild extends Building{
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public float unloadTimer = 0f;
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public Item sortItem = null;
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public Building dumpingTo;
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public int offset = 0;
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public int[] rotations;
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public int rotations = 0;
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public Seq<ContainerStat> possibleBlocks = new Seq<>();
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public class ContainerStat{
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Building building;
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float loadFactor;
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boolean canLoad;
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boolean canUnload;
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}
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@Override
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public void updateTile(){
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if((unloadTimer += delta()) >= speed){
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boolean any = false;
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if(rotations == null || rotations.length != proximity.size){
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rotations = new int[proximity.size];
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if(((unloadTimer += delta()) < speed) || (proximity.size < 2)) return;
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Item item = null;
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boolean any = false;
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int itemslength = content.items().size;
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//initialize possibleBlocks only if the new size is bigger than the previous, to avoid unnecessary allocations
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if(possibleBlocks.size != proximity.size){
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int tmp = possibleBlocks.size;
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possibleBlocks.setSize(proximity.size);
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for(int i = tmp; i < proximity.size; i++){
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possibleBlocks.set(i, new ContainerStat());
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}
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}
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if(sortItem != null){
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item = sortItem;
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for(int pos = 0; pos < proximity.size; pos++){
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var other = proximity.get(pos);
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boolean interactable = other.interactable(team);
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//set the stats of all buildings in possibleBlocks
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ContainerStat pb = possibleBlocks.get(pos);
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pb.building = other;
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pb.canUnload = interactable && other.canUnload() && other.items != null && other.items.has(sortItem);
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pb.canLoad = interactable && !(other.block instanceof StorageBlock) && other.acceptItem(this, sortItem);
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}
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}else{
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//select the next item for nulloaders
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//inspired of nextIndex() but for all proximity at once, and also way more powerful
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for(int i = 0; i < itemslength; i++){
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int total = (rotations + i + 1) % itemslength;
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boolean hasProvider = false;
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boolean hasReceiver = false;
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boolean isDistinct = false;
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Item possibleItem = content.item(total);
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for(int pos = 0; pos < proximity.size; pos++){
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var other = proximity.get(pos);
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boolean interactable = other.interactable(team);
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//set the stats of all buildings in possibleBlocks while we are at it
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ContainerStat pb = possibleBlocks.get(pos);
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pb.building = other;
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pb.canUnload = interactable && other.canUnload() && other.items != null && other.items.has(possibleItem);
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pb.canLoad = interactable && !(other.block instanceof StorageBlock) && other.acceptItem(this, possibleItem);
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//the part handling framerate issues and slow conveyor belts, to avoid skipping items
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if(hasProvider && pb.canLoad) isDistinct = true;
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if(hasReceiver && pb.canUnload) isDistinct = true;
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hasProvider = hasProvider || pb.canUnload;
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hasReceiver = hasReceiver || pb.canLoad;
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}
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if(isDistinct){
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item = possibleItem;
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break;
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}
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}
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}
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if(item != null){
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//only compute the load factor if a transfer is possible
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for(int pos = 0; pos < proximity.size; pos++){
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ContainerStat pb = possibleBlocks.get(pos);
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var other = pb.building;
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pb.loadFactor = (other.getMaximumAccepted(item) == 0) || (other.items == null) ? 0 : other.items.get(item) / (float)other.getMaximumAccepted(item);
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}
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for(int i = 0; i < proximity.size; i++){
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int pos = (offset + i) % proximity.size;
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var other = proximity.get(pos);
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//sort so it gives full priority to blocks that can give but not receive (mainly plast and storage), and then by load
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possibleBlocks.sort((e1, e2) -> {
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// TODO: instead of canLoad it should be ((instance of Storage) || (is it a plast belt i can unload from))
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// otherwise a 100% full factory will get full priority over the storage/plast, barely an issue but still wasting trades and thus speed
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int canLoad = Boolean.compare(e2.canLoad, e1.canLoad);
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return (canLoad != 0) ? canLoad : Float.compare(e1.loadFactor, e2.loadFactor);
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});
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if(other.interactable(team) && other.block.unloadable && other.canUnload() && other.block.hasItems
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&& ((sortItem == null && other.items.total() > 0) || (sortItem != null && other.items.has(sortItem)))){
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//make sure the item can't be dumped back into this block
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dumpingTo = other;
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ContainerStat dumpingFrom = null;
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ContainerStat dumpingTo = null;
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//get item to be taken
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Item item = sortItem == null ? other.items.takeIndex(rotations[pos]) : sortItem;
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//remove item if it's dumped correctly
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if(put(item)){
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other.items.remove(item, 1);
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any = true;
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if(sortItem == null){
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rotations[pos] = item.id + 1;
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}
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other.itemTaken(item);
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}else if(sortItem == null){
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rotations[pos] = other.items.nextIndex(rotations[pos]);
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}
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//choose the building to accept the item
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for(int i = 0; i < possibleBlocks.size; i++){
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if(possibleBlocks.get(i).canLoad){
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dumpingTo = possibleBlocks.get(i);
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break;
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}
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}
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if(any){
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unloadTimer %= speed;
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}else{
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unloadTimer = Math.min(unloadTimer, speed);
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//choose the building to give the item
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for(int i = possibleBlocks.size - 1; i >= 0; i--){
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if(possibleBlocks.get(i).canUnload){
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dumpingFrom = possibleBlocks.get(i);
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break;
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}
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}
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if(proximity.size > 0){
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offset ++;
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offset %= proximity.size;
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//trade the items
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if(dumpingFrom != null && dumpingTo != null && dumpingFrom.loadFactor != dumpingTo.loadFactor){
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dumpingTo.building.handleItem(this, item);
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dumpingFrom.building.removeStack(item, 1);
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any = true;
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}
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if(sortItem == null) rotations = item.id;
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}
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if(any){
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unloadTimer %= speed;
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}else{
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unloadTimer = Math.min(unloadTimer, speed);
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}
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if(proximity.size > 0){
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offset++;
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offset %= proximity.size;
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}
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}
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@ -132,11 +210,6 @@ public class Unloader extends Block{
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return true;
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}
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@Override
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public boolean canDump(Building to, Item item){
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return !(to.block instanceof StorageBlock) && to != dumpingTo;
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}
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@Override
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public Item config(){
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return sortItem;
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@ -160,4 +233,4 @@ public class Unloader extends Block{
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sortItem = id == -1 ? null : content.items().get(id);
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}
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}
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}
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}
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