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Fix double painter bug

This commit is contained in:
Sense101 2022-01-22 18:51:39 +00:00
parent 0540a010a6
commit 569c319e98
2 changed files with 44 additions and 38 deletions

View File

@ -109,6 +109,11 @@ export class ItemProcessorComponent extends Component {
* @type {number}
*/
this.bonusTime = 0;
/**
* @type {Array<EjectorItemToEject>}
*/
this.queuedEjects = [];
}
/**

View File

@ -94,13 +94,28 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
}
}
// Check if it finished
if (currentCharge.remainingTime <= 0.0) {
// Check if it finished and we don't already have queued ejects
if (currentCharge.remainingTime <= 0.0 && !processorComp.queuedEjects.length) {
const itemsToEject = currentCharge.items;
// Go over all items and try to eject them
// Go over all items and add them to the queue
for (let j = 0; j < itemsToEject.length; ++j) {
const { item, requiredSlot, preferredSlot } = itemsToEject[j];
processorComp.queuedEjects.push(itemsToEject[j]);
}
processorComp.ongoingCharges.shift();
}
}
// Check if we have an empty queue and can start a new charge
if (processorComp.ongoingCharges.length < MAX_QUEUED_CHARGES) {
if (this.canProcess(entity)) {
this.startNewCharge(entity);
}
}
for (let j = 0; j < processorComp.queuedEjects.length; ++j) {
const { item, requiredSlot, preferredSlot } = processorComp.queuedEjects[j];
assert(ejectorComp, "To eject items, the building needs to have an ejector");
@ -127,25 +142,11 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
if (!ejectorComp.tryEject(slot, item)) {
assert(false, "Failed to eject");
} else {
itemsToEject.splice(j, 1);
processorComp.queuedEjects.splice(j, 1);
j -= 1;
}
}
}
// If the charge was entirely emptied to the outputs, start the next charge
if (itemsToEject.length === 0) {
processorComp.ongoingCharges.shift();
}
}
}
// Check if we have an empty queue and can start a new charge
if (processorComp.ongoingCharges.length < MAX_QUEUED_CHARGES) {
if (this.canProcess(entity)) {
this.startNewCharge(entity);
}
}
}
}