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Second take on belt performance
This commit is contained in:
parent
192d1dbedb
commit
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@ -1,18 +1,18 @@
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import { Math_min } from "../core/builtins";
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import { globalConfig } from "../core/config";
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import { DrawParameters } from "../core/draw_parameters";
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import { createLogger } from "../core/logging";
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import { epsilonCompare, round4Digits } from "../core/utils";
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import { Vector } from "../core/vector";
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import { BaseItem } from "./base_item";
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import { Entity } from "./entity";
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import { GameRoot } from "./root";
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import { round4Digits, epsilonCompare } from "../core/utils";
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import { Math_min } from "../core/builtins";
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import { createLogger, logSection } from "../core/logging";
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const logger = createLogger("belt_path");
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// Helpers for more semantic access into interleaved arrays
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const NEXT_ITEM_OFFSET_INDEX = 0;
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const ITEM_INDEX = 1;
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const _nextDistance = 0;
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const _item = 1;
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/**
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* Stores a path of belts, used for optimizing performance
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@ -82,7 +82,7 @@ export class BeltPath {
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// Check for mismatching length
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const totalLength = this.computeTotalLength();
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if (this.totalLength !== totalLength) {
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if (!epsilonCompare(this.totalLength, totalLength)) {
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return this.debug_failIntegrity(
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currentChange,
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"Total length mismatch, stored =",
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@ -95,6 +95,10 @@ export class BeltPath {
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// Check for misconnected entities
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for (let i = 0; i < this.entityPath.length - 1; ++i) {
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const entity = this.entityPath[i];
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if (entity.destroyed) {
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return fail("Reference to destroyed entity " + entity.uid);
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}
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const followUp = this.root.systemMgr.systems.belt.findFollowUpEntity(entity);
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if (!followUp) {
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return fail(
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@ -168,17 +172,17 @@ export class BeltPath {
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for (let i = 0; i < this.items.length; ++i) {
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const item = this.items[i];
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if (item[NEXT_ITEM_OFFSET_INDEX] < 0 || item[NEXT_ITEM_OFFSET_INDEX] > this.totalLength) {
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if (item[_nextDistance] < 0 || item[_nextDistance] > this.totalLength) {
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return fail(
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"Item has invalid offset to next item: ",
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item[0],
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item[_nextDistance],
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"(total length:",
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this.totalLength,
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")"
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);
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}
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currentPos += item[0];
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currentPos += item[_nextDistance];
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}
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// Check the total sum matches
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@ -190,7 +194,7 @@ export class BeltPath {
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this.spacingToFirstItem,
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") and items does not match total length (",
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this.totalLength,
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")"
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") -> items: " + this.items.map(i => i[_nextDistance]).join("|")
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);
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}
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}
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@ -229,11 +233,11 @@ export class BeltPath {
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const lastItem = this.items[this.items.length - 1];
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logger.log(
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" Extended spacing of last item from",
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lastItem[NEXT_ITEM_OFFSET_INDEX],
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lastItem[_nextDistance],
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"to",
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lastItem[NEXT_ITEM_OFFSET_INDEX] + additionalLength
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lastItem[_nextDistance] + additionalLength
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);
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lastItem[NEXT_ITEM_OFFSET_INDEX] += additionalLength;
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lastItem[_nextDistance] += additionalLength;
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}
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// Update handles
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@ -267,8 +271,8 @@ export class BeltPath {
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// Set handles and append entity
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beltComp.assignedPath = this;
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this.initialBeltComponent = this.entityPath[0].components.Belt;
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this.entityPath.unshift(entity);
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this.initialBeltComponent = this.entityPath[0].components.Belt;
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this.debug_checkIntegrity("extend-on-begin");
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}
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@ -337,7 +341,7 @@ export class BeltPath {
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logger.log("Splitting", this.items.length, "items");
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logger.log(
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"Old items are",
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this.items.map(i => i[NEXT_ITEM_OFFSET_INDEX])
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this.items.map(i => i[_nextDistance])
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);
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// Create second path
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@ -347,7 +351,7 @@ export class BeltPath {
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let itemPos = this.spacingToFirstItem;
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for (let i = 0; i < this.items.length; ++i) {
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const item = this.items[i];
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const distanceToNext = item[NEXT_ITEM_OFFSET_INDEX];
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const distanceToNext = item[_nextDistance];
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logger.log(" Checking item at", itemPos, "with distance of", distanceToNext, "to next");
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@ -361,7 +365,7 @@ export class BeltPath {
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// Check if its on the second path (otherwise its on the removed belt and simply lost)
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if (itemPos >= secondPathStart) {
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// Put item on second path
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secondPath.items.push([distanceToNext, item[ITEM_INDEX]]);
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secondPath.items.push([distanceToNext, item[_item]]);
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logger.log(
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" Put item to second path @",
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itemPos,
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@ -388,7 +392,7 @@ export class BeltPath {
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"to",
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clampedDistanceToNext
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);
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item[NEXT_ITEM_OFFSET_INDEX] = clampedDistanceToNext;
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item[_nextDistance] = clampedDistanceToNext;
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}
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}
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@ -398,12 +402,12 @@ export class BeltPath {
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logger.log(
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"New items are",
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this.items.map(i => i[0])
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this.items.map(i => i[_nextDistance])
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);
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logger.log(
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"And second path items are",
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secondPath.items.map(i => i[0])
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secondPath.items.map(i => i[_nextDistance])
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);
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// Adjust our total length
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@ -424,45 +428,268 @@ export class BeltPath {
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return secondPath;
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}
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/**
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* Deletes the last entity
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* @param {Entity} entity
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*/
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deleteEntityOnEnd(entity) {
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assert(this.entityPath[this.entityPath.length - 1] === entity, "Not the last entity actually");
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// Ok, first remove the entity
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const beltComp = entity.components.Belt;
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const beltLength = beltComp.getEffectiveLengthTiles();
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logger.log(
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"Deleting last entity on path with length",
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this.entityPath.length,
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"(reducing",
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this.totalLength,
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" by",
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beltLength,
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")"
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);
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this.totalLength -= beltLength;
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this.entityPath.pop();
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logger.log(" New path has length of", this.totalLength, "with", this.entityPath.length, "entities");
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// This is just for sanity
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beltComp.assignedPath = null;
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// Clean up items
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if (this.items.length === 0) {
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// Simple case with no items, just update the first item spacing
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this.spacingToFirstItem = this.totalLength;
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} else {
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// Ok, make sure we simply drop all items which are no longer contained
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let itemOffset = this.spacingToFirstItem;
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let lastItemOffset = itemOffset;
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logger.log(" Adjusting", this.items.length, "items");
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for (let i = 0; i < this.items.length; ++i) {
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const item = this.items[i];
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// Get rid of items past this path
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if (itemOffset >= this.totalLength) {
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logger.log("Dropping item (current index=", i, ")");
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this.items.splice(i, 1);
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i -= 1;
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continue;
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}
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logger.log("Item", i, "is at", itemOffset, "with next offset", item[_nextDistance]);
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lastItemOffset = itemOffset;
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itemOffset += item[_nextDistance];
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}
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// If we still have an item, make sure the last item matches
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if (this.items.length > 0) {
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// We can easily compute the next distance since we know where the last item is now
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const lastDistance = this.totalLength - lastItemOffset;
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assert(
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lastDistance >= 0.0,
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"Last item distance mismatch: " +
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lastDistance +
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" -> Total length was " +
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this.totalLength +
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" and lastItemOffset was " +
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lastItemOffset
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);
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logger.log(
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"Adjusted distance of last item: it is at",
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lastItemOffset,
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"so it has a distance of",
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lastDistance,
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"to the end (",
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this.totalLength,
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")"
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);
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this.items[this.items.length - 1][_nextDistance] = lastDistance;
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} else {
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logger.log(" Removed all items so we'll update spacing to total length");
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// We removed all items so update our spacing
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this.spacingToFirstItem = this.totalLength;
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}
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}
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// Update handles
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this.ejectorComp = this.entityPath[this.entityPath.length - 1].components.ItemEjector;
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this.ejectorSlot = this.ejectorComp.slots[0];
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this.debug_checkIntegrity("delete-on-end");
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}
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/**
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* Deletes the entity of the start of the path
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* @see deleteEntityOnEnd
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* @param {Entity} entity
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*/
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deleteEntityOnStart(entity) {
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assert(entity === this.entityPath[0], "Not actually the start entity");
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// Ok, first remove the entity
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const beltComp = entity.components.Belt;
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const beltLength = beltComp.getEffectiveLengthTiles();
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logger.log(
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"Deleting first entity on path with length",
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this.entityPath.length,
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"(reducing",
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this.totalLength,
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" by",
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beltLength,
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")"
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);
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this.totalLength -= beltLength;
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this.entityPath.shift();
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logger.log(" New path has length of", this.totalLength, "with", this.entityPath.length, "entities");
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// This is just for sanity
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beltComp.assignedPath = null;
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// Clean up items
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if (this.items.length === 0) {
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// Simple case with no items, just update the first item spacing
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this.spacingToFirstItem = this.totalLength;
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} else {
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// Simple case, we had no item on the beginning -> all good
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if (this.spacingToFirstItem >= beltLength) {
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logger.log(
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" No item on the first place, so we can just adjust the spacing (spacing=",
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this.spacingToFirstItem,
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") removed =",
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beltLength
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);
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this.spacingToFirstItem -= beltLength;
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} else {
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// Welp, okay we need to drop all items which are < beltLength and adjust
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// the other item offsets as well
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logger.log(
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" We have at least one item in the beginning, drop those and adjust spacing (first item @",
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this.spacingToFirstItem,
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") since we removed",
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beltLength,
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"length from path"
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);
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logger.log(
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" Items:",
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this.items.map(i => i[_nextDistance])
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);
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// Find offset to first item
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let itemOffset = this.spacingToFirstItem;
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for (let i = 0; i < this.items.length; ++i) {
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const item = this.items[i];
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if (itemOffset <= beltLength) {
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logger.log(
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" -> Dropping item with index",
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i,
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"at",
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itemOffset,
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"since it was on the removed belt"
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);
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// This item must be dropped
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this.items.splice(i, 1);
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i -= 1;
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itemOffset += item[_nextDistance];
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continue;
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} else {
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// This item can be kept, thus its the first we know
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break;
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}
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}
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if (this.items.length > 0) {
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logger.log(
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" Offset of first non-dropped item was at:",
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itemOffset,
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"-> setting spacing to it (total length=",
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this.totalLength,
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")"
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);
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this.spacingToFirstItem = itemOffset - beltLength;
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assert(
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this.spacingToFirstItem >= 0.0,
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"Invalid spacing after delete on start: " + this.spacingToFirstItem
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);
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} else {
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logger.log(" We dropped all items, simply set spacing to total length");
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// We dropped all items, simple one
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this.spacingToFirstItem = this.totalLength;
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}
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}
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}
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// Update handles
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this.initialBeltComponent = this.entityPath[0].components.Belt;
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this.debug_checkIntegrity("delete-on-start");
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}
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/**
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* Extends the path by the given other path
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* @param {BeltPath} otherPath
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*/
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extendByPath(otherPath) {
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assert(otherPath !== this, "Circular path dependency");
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const entities = otherPath.entityPath;
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logger.log("Extending path by other path, starting to add entities");
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const oldLength = this.totalLength;
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const oldLastItem = this.items[this.items.length - 1];
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const oldLength = this.totalLength;
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logger.log(" Adding", entities.length, "new entities, current length =", this.totalLength);
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// First, append entities
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for (let i = 0; i < entities.length; ++i) {
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this.extendOnEnd(entities[i]);
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const entity = entities[i];
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const beltComp = entity.components.Belt;
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// Add to path and update references
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this.entityPath.push(entity);
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beltComp.assignedPath = this;
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// Update our length
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const additionalLength = beltComp.getEffectiveLengthTiles();
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this.totalLength += additionalLength;
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}
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logger.log(" Transferring new items:", otherPath.items);
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logger.log(" Path is now", this.entityPath.length, "entities and has a length of", this.totalLength);
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// Check if we have no items and thus need to adjust the spacing
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if (this.items.length === 0) {
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// This one is easy - Since our first path is empty, we can just
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// set the spacing to the first one to the whole first part length
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// and add the spacing on the second path (Which might be the whole second part
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// length if its entirely empty, too)
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this.spacingToFirstItem = this.totalLength + otherPath.spacingToFirstItem;
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logger.log(" Extended spacing to first to", this.totalLength, "(= total length)");
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// Update handles
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this.ejectorComp = this.entityPath[this.entityPath.length - 1].components.ItemEjector;
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this.ejectorSlot = this.ejectorComp.slots[0];
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// Simply copy over all items
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for (let i = 0; i < otherPath.items.length; ++i) {
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const item = otherPath.items[0];
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this.items.push([item[0], item[1]]);
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}
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// Now, update the distance of our last item
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if (this.items.length !== 0) {
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const lastItem = this.items[this.items.length - 1];
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lastItem[_nextDistance] += otherPath.spacingToFirstItem;
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logger.log(" Add distance to last item, effectively being", lastItem[_nextDistance], "now");
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} else {
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console.error("TODO4");
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// Seems we have no items, update our first item distance
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this.spacingToFirstItem = oldLength + otherPath.spacingToFirstItem;
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logger.log(
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" We had no items, so our new spacing to first is old length (",
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oldLength,
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") plus others spacing to first (",
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otherPath.spacingToFirstItem,
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") =",
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this.spacingToFirstItem
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);
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}
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// Adjust the distance from our last item to the first item of the second path.
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// First, find the absolute position of the first item:
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let itemPosition = this.spacingToFirstItem;
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for (let i = 0; i < this.items.length; ++i) {
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itemPosition += this.items[i][0];
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}
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logger.log(" Pushing", otherPath.items.length, "items from other path");
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// Aaand push the other paths items
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for (let i = 0; i < otherPath.items.length; ++i) {
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const item = otherPath.items[i];
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this.items.push([item[_nextDistance], item[_item]]);
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}
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this.debug_checkIntegrity("extend-by-path");
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@ -490,7 +717,7 @@ export class BeltPath {
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// Check if the first belt took a new item
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if (transferItemAndProgress) {
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const transferItem = transferItemAndProgress[1];
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const transferItem = transferItemAndProgress[_item];
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if (this.spacingToFirstItem >= globalConfig.itemSpacingOnBelts) {
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// Can take new item
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@ -519,10 +746,13 @@ export class BeltPath {
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const nextDistanceAndItem = this.items[i];
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const minimumSpacing = minimumDistance;
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const takeAway = Math.max(0, Math.min(remainingAmount, nextDistanceAndItem[0] - minimumSpacing));
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const takeAway = Math.max(
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0,
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Math.min(remainingAmount, nextDistanceAndItem[_nextDistance] - minimumSpacing)
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);
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remainingAmount -= takeAway;
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nextDistanceAndItem[0] -= takeAway;
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nextDistanceAndItem[_nextDistance] -= takeAway;
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this.spacingToFirstItem += takeAway;
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if (remainingAmount === 0.0) {
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@ -533,9 +763,9 @@ export class BeltPath {
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}
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const lastItem = this.items[this.items.length - 1];
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if (lastItem && lastItem[0] === 0.0) {
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if (lastItem && lastItem[_nextDistance] === 0) {
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// Take over
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if (this.ejectorComp.tryEject(0, lastItem[1])) {
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if (this.ejectorComp.tryEject(0, lastItem[_item])) {
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this.items.pop();
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}
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}
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@ -605,12 +835,12 @@ export class BeltPath {
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parameters.context.font = "6px GameFont";
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parameters.context.fillStyle = "#111";
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parameters.context.fillText(
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"" + round4Digits(nextDistanceAndItem[0]),
|
||||
"" + round4Digits(nextDistanceAndItem[_nextDistance]),
|
||||
worldPos.x + 5,
|
||||
worldPos.y + 2
|
||||
);
|
||||
progress += nextDistanceAndItem[0];
|
||||
nextDistanceAndItem[1].draw(worldPos.x, worldPos.y, parameters, 10);
|
||||
progress += nextDistanceAndItem[_nextDistance];
|
||||
nextDistanceAndItem[_item].draw(worldPos.x, worldPos.y, parameters, 10);
|
||||
}
|
||||
|
||||
for (let i = 0; i < this.entityPath.length; ++i) {
|
||||
|
@ -144,8 +144,6 @@ export class BeltSystem extends GameSystemWithFilter {
|
||||
return;
|
||||
}
|
||||
|
||||
console.log("DESTROY");
|
||||
|
||||
const assignedPath = entity.components.Belt.assignedPath;
|
||||
assert(assignedPath, "Entity has no belt path assigned");
|
||||
|
||||
@ -161,23 +159,25 @@ export class BeltSystem extends GameSystemWithFilter {
|
||||
if (toEntity) {
|
||||
const toPath = toEntity.components.Belt.assignedPath;
|
||||
assert(fromPath === toPath, "Invalid belt path layout (from path != to path)");
|
||||
console.log("Remove inbetween");
|
||||
|
||||
const newPath = fromPath.deleteEntityOnPathSplitIntoTwo(entity);
|
||||
this.beltPaths.push(newPath);
|
||||
} else {
|
||||
// TODO
|
||||
console.error("TODO 1");
|
||||
fromPath.deleteEntityOnEnd(entity);
|
||||
}
|
||||
} else {
|
||||
if (toEntity) {
|
||||
// TODO
|
||||
console.error("TODO 2");
|
||||
// We need to remove the entity from the beginning of the other path
|
||||
const toPath = toEntity.components.Belt.assignedPath;
|
||||
toPath.deleteEntityOnStart(entity);
|
||||
} else {
|
||||
// TODO
|
||||
console.error("TODO 3");
|
||||
// This is a single entity path, easy to do
|
||||
const path = entity.components.Belt.assignedPath;
|
||||
fastArrayDeleteValue(this.beltPaths, path);
|
||||
}
|
||||
}
|
||||
|
||||
this.verifyBeltPaths();
|
||||
}
|
||||
|
||||
/**
|
||||
@ -208,10 +208,15 @@ export class BeltSystem extends GameSystemWithFilter {
|
||||
// Check if we now can extend the current path by the next path
|
||||
if (toEntity) {
|
||||
const toPath = toEntity.components.Belt.assignedPath;
|
||||
fromPath.extendByPath(toPath);
|
||||
|
||||
// Delete now obsolete path
|
||||
fastArrayDeleteValue(this.beltPaths, toPath);
|
||||
if (fromPath === toPath) {
|
||||
// This is a circular dependency -> Ignore
|
||||
} else {
|
||||
fromPath.extendByPath(toPath);
|
||||
|
||||
// Delete now obsolete path
|
||||
fastArrayDeleteValue(this.beltPaths, toPath);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (toEntity) {
|
||||
@ -224,12 +229,36 @@ export class BeltSystem extends GameSystemWithFilter {
|
||||
this.beltPaths.push(path);
|
||||
}
|
||||
}
|
||||
|
||||
this.verifyBeltPaths();
|
||||
}
|
||||
|
||||
draw(parameters) {
|
||||
this.forEachMatchingEntityOnScreen(parameters, this.drawEntityItems.bind(this));
|
||||
}
|
||||
|
||||
/**
|
||||
* Verifies all belt paths
|
||||
*/
|
||||
verifyBeltPaths() {
|
||||
if (G_IS_DEV) {
|
||||
for (let i = 0; i < this.beltPaths.length; ++i) {
|
||||
this.beltPaths[i].debug_checkIntegrity("general-verify");
|
||||
}
|
||||
|
||||
const belts = this.root.entityMgr.getAllWithComponent(BeltComponent);
|
||||
for (let i = 0; i < belts.length; ++i) {
|
||||
const path = belts[i].components.Belt.assignedPath;
|
||||
if (!path) {
|
||||
throw new Error("Belt has no path: " + belts[i].uid);
|
||||
}
|
||||
if (this.beltPaths.indexOf(path) < 0) {
|
||||
throw new Error("Path of entity not contained: " + belts[i].uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Finds the follow up entity for a given belt. Used for building the dependencies
|
||||
* @param {Entity} entity
|
||||
@ -378,9 +407,11 @@ export class BeltSystem extends GameSystemWithFilter {
|
||||
// Compute path, start with entity and find precedors / successors
|
||||
const path = [entity];
|
||||
|
||||
let maxIter = 9999;
|
||||
|
||||
// Find precedors
|
||||
let prevEntity = this.findSupplyingEntity(entity);
|
||||
while (prevEntity) {
|
||||
while (prevEntity && --maxIter > 0) {
|
||||
if (visitedUids.has(prevEntity)) {
|
||||
break;
|
||||
}
|
||||
@ -392,7 +423,7 @@ export class BeltSystem extends GameSystemWithFilter {
|
||||
|
||||
// Find succedors
|
||||
let nextEntity = this.findFollowUpEntity(entity);
|
||||
while (nextEntity) {
|
||||
while (nextEntity && --maxIter > 0) {
|
||||
if (visitedUids.has(nextEntity)) {
|
||||
break;
|
||||
}
|
||||
@ -403,6 +434,8 @@ export class BeltSystem extends GameSystemWithFilter {
|
||||
nextEntity = this.findFollowUpEntity(nextEntity);
|
||||
}
|
||||
|
||||
assert(maxIter !== 0, "Ran out of iterations");
|
||||
|
||||
// console.log(
|
||||
// "Found path:",
|
||||
// path.map(e => debugEntity(e))
|
||||
@ -422,10 +455,14 @@ export class BeltSystem extends GameSystemWithFilter {
|
||||
this.computeBeltCache();
|
||||
}
|
||||
|
||||
this.verifyBeltPaths();
|
||||
|
||||
for (let i = 0; i < this.beltPaths.length; ++i) {
|
||||
this.beltPaths[i].update();
|
||||
}
|
||||
|
||||
this.verifyBeltPaths();
|
||||
|
||||
return;
|
||||
/*
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user