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	Update item_processor.jsFix for delays in processor charge time, pervents processing delays when having more outputted items then ejectors (double painter) and delays in update ticks
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				| @ -76,16 +76,23 @@ export class ItemProcessorSystem extends GameSystemWithFilter { | ||||
| 
 | ||||
|             const currentCharge = processorComp.ongoingCharges[0]; | ||||
| 
 | ||||
|             if (currentCharge) { | ||||
|                 // Process next charge
 | ||||
|                 if (currentCharge.remainingTime > 0.0) { | ||||
|                     currentCharge.remainingTime -= this.root.dynamicTickrate.deltaSeconds; | ||||
|                     if (currentCharge.remainingTime < 0.0) { | ||||
|             // Select active charge, prevent process delayd caused when having more outputted items then ejectors (double painter)
 | ||||
|             for (let j = 0; j < processorComp.ongoingCharges.length; ++j) { | ||||
|                 const charge = processorComp.ongoingCharges[j]; | ||||
|                 if (charge && charge.remainingTime > 0.0) { | ||||
|                     // Remove bonus time from charge
 | ||||
|                     charge.remainingTime -= this.root.dynamicTickrate.deltaSeconds + processorComp.bonusTime; | ||||
|                     // Reset bonus time
 | ||||
|                     processorComp.bonusTime = 0; | ||||
|                     if (charge.remainingTime < 0.0) { | ||||
|                         // Add bonus time, this is the time we spent too much
 | ||||
|                         processorComp.bonusTime += -currentCharge.remainingTime; | ||||
|                         processorComp.bonusTime += -charge.remainingTime; | ||||
|                     } | ||||
|                     break; | ||||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             if (currentCharge) { | ||||
|                 // Check if it finished
 | ||||
|                 if (currentCharge.remainingTime <= 0.0) { | ||||
|                     const itemsToEject = currentCharge.items; | ||||
|  | ||||
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