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https://github.com/tobspr/shapez.io.git
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Merge branch 'fixProcessorSpeed' into fixBeltLikeBuildingSpeed
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commit
44429b9ad6
@ -21,17 +21,15 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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if (processorComp.inputSlots.length >= processorComp.inputsPerCharge) {
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// First of all, process the current recipe
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processorComp.secondsUntilEject = Math.max(
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0,
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processorComp.secondsUntilEject - this.root.dynamicTickrate.deltaSeconds
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);
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processorComp.secondsUntilEject =
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processorComp.secondsUntilEject - this.root.dynamicTickrate.deltaSeconds;
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if (G_IS_DEV && globalConfig.debug.instantProcessors) {
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processorComp.secondsUntilEject = 0;
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}
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if (
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processorComp.secondsUntilEject === 0 && // it was processed in time
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processorComp.secondsUntilEject <= 0 && // it was processed in time
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processorComp.itemsToEject.length === 0 // Check if we have an empty queue and can start a new charge
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) {
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const energyConsumerComp = entity.components.EnergyConsumer;
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@ -45,6 +43,10 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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this.startNewCharge(entity);
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}
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}
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} else {
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// Remove time carryover if processing is not continuous
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const baseSpeed = this.root.hubGoals.getProcessorBaseSpeed(processorComp.type);
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processorComp.secondsUntilEject = 1 / baseSpeed;
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}
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// Check if we have any finished items we can eject
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@ -104,7 +106,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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}
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const baseSpeed = this.root.hubGoals.getProcessorBaseSpeed(processorComp.type);
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processorComp.secondsUntilEject = 1 / baseSpeed;
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processorComp.secondsUntilEject += 1 / baseSpeed;
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/** @type {Array<{item: BaseItem, requiredSlot?: number, preferredSlot?: number}>} */
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const outItems = [];
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