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https://github.com/tobspr/shapez.io.git
synced 2025-06-13 13:04:03 +00:00
moved all gamesystemwithfilter arrays to sets, significant fps boost?
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0377c6d58f
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@ -21,9 +21,11 @@ export class GameSystemWithFilter extends GameSystem {
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/**
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* All entities which match the current components
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* @type {Array<Entity>}
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* @type {Set<Entity>}
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*/
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this.allEntities = [];
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this.allEntitiesSet = new Set();
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this.allEntitiesArray = [];
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this.allEntitiesArrayIsOutdated = true;
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this.root.signals.entityAdded.add(this.internalPushEntityIfMatching, this);
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this.root.signals.entityGotNewComponent.add(this.internalReconsiderEntityToAdd, this);
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@ -34,6 +36,17 @@ export class GameSystemWithFilter extends GameSystem {
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this.root.signals.bulkOperationFinished.add(this.refreshCaches, this);
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}
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getUpdateEntitiesArray() {
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if (!this.allEntitiesArrayIsOutdated) {
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return this.allEntitiesArray;
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}
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this.allEntitiesArray = [...this.allEntitiesSet.values()];
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this.allEntitiesArrayIsOutdated = true;
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return this.allEntitiesArray;
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}
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/**
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* @param {Entity} entity
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*/
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@ -44,7 +57,7 @@ export class GameSystemWithFilter extends GameSystem {
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}
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}
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assert(this.allEntities.indexOf(entity) < 0, "entity already in list: " + entity);
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assert(!this.allEntitiesSet.has(entity), "entity already in list: " + entity);
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this.internalRegisterEntity(entity);
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}
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@ -53,7 +66,7 @@ export class GameSystemWithFilter extends GameSystem {
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* @param {Entity} entity
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*/
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internalCheckEntityAfterComponentRemoval(entity) {
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if (this.allEntities.indexOf(entity) < 0) {
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if (!this.allEntitiesSet.has(entity)) {
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// Entity wasn't interesting anyways
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return;
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}
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@ -61,7 +74,8 @@ export class GameSystemWithFilter extends GameSystem {
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for (let i = 0; i < this.requiredComponentIds.length; ++i) {
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if (!entity.components[this.requiredComponentIds[i]]) {
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// Entity is not interesting anymore
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arrayDeleteValue(this.allEntities, entity);
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//arrayDeleteValue(this.allEntities, entity);
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this.allEntitiesArrayIsOutdated = this.allEntitiesSet.delete(entity);
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}
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}
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}
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@ -76,20 +90,30 @@ export class GameSystemWithFilter extends GameSystem {
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return;
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}
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}
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if (this.allEntities.indexOf(entity) >= 0) {
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if (this.allEntitiesSet.has(entity)) {
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return;
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}
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this.internalRegisterEntity(entity);
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}
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refreshCaches() {
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this.allEntities.sort((a, b) => a.uid - b.uid);
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//this.allEntities.sort((a, b) => a.uid - b.uid);
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// Remove all entities which are queued for destroy
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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// for (let i = 0; i < this.allEntities.length; ++i) {
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// const entity = this.allEntities[i];
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// if (entity.queuedForDestroy || entity.destroyed) {
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// this.allEntities.splice(i, 1);
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// }
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// }
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for (
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let arr = [...this.allEntitiesSet.values()], i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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if (entity.queuedForDestroy || entity.destroyed) {
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this.allEntities.splice(i, 1);
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this.allEntitiesArrayIsOutdated = this.allEntitiesSet.delete(entity);
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}
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}
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}
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@ -106,12 +130,12 @@ export class GameSystemWithFilter extends GameSystem {
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* @param {Entity} entity
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*/
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internalRegisterEntity(entity) {
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this.allEntities.push(entity);
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this.allEntitiesSet.add(entity);
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if (this.root.gameInitialized && !this.root.bulkOperationRunning) {
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// Sort entities by uid so behaviour is predictable
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this.allEntities.sort((a, b) => a.uid - b.uid);
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}
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// if (this.root.gameInitialized && !this.root.bulkOperationRunning) {
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// // Sort entities by uid so behaviour is predictable
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// this.allEntities.sort((a, b) => a.uid - b.uid);
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// }
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}
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/**
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@ -123,9 +147,6 @@ export class GameSystemWithFilter extends GameSystem {
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// We do this in refreshCaches afterwards
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return;
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}
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const index = this.allEntities.indexOf(entity);
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if (index >= 0) {
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arrayDelete(this.allEntities, index);
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}
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this.allEntitiesSet.delete(entity);
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}
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}
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@ -12,9 +12,12 @@ export class BeltReaderSystem extends GameSystemWithFilter {
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const now = this.root.time.now();
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const minimumTime = now - globalConfig.readerAnalyzeIntervalSeconds;
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const minimumTimeForThroughput = now - 1;
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const readerComp = entity.components.BeltReader;
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const pinsComp = entity.components.WiredPins;
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@ -19,8 +19,11 @@ export class ConstantSignalSystem extends GameSystemWithFilter {
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update() {
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// Set signals
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const pinsComp = entity.components.WiredPins;
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const signalComp = entity.components.ConstantSignal;
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pinsComp.slots[0].value = signalComp.signal;
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@ -25,15 +25,21 @@ export class HubSystem extends GameSystemWithFilter {
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* @param {DrawParameters} parameters
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*/
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draw(parameters) {
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for (let i = 0; i < this.allEntities.length; ++i) {
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this.drawEntity(parameters, this.allEntities[i]);
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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this.drawEntity(parameters, entity);
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}
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}
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update() {
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for (let i = 0; i < this.allEntities.length; ++i) {
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// Set hub goal
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const pinsComp = entity.components.WiredPins;
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pinsComp.slots[0].value = this.root.shapeDefinitionMgr.getShapeItemFromDefinition(
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this.root.hubGoals.currentGoal.definition
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@ -18,8 +18,11 @@ export class ItemAcceptorSystem extends GameSystemWithFilter {
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this.root.hubGoals.getBeltBaseSpeed() *
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globalConfig.itemSpacingOnBelts; // * 2 because its only a half tile
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const aceptorComp = entity.components.ItemAcceptor;
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const animations = aceptorComp.itemConsumptionAnimations;
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@ -76,8 +76,11 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
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}
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// Try to find acceptors for every ejector
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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this.recomputeSingleEntityCache(entity);
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}
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}
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@ -195,8 +198,11 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
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}
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// Go over all cache entries
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for (let i = 0; i < this.allEntities.length; ++i) {
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const sourceEntity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, sourceEntity;
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(sourceEntity = arr[i]) && i >= 0;
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--i
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) {
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const sourceEjectorComp = sourceEntity.components.ItemEjector;
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if (!sourceEjectorComp.enabled) {
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continue;
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@ -22,9 +22,11 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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}
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update() {
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const processorComp = entity.components.ItemProcessor;
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const ejectorComp = entity.components.ItemEjector;
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@ -14,9 +14,11 @@ export class LeverSystem extends GameSystemWithFilter {
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}
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update() {
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const leverComp = entity.components.Lever;
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const pinsComp = entity.components.WiredPins;
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@ -28,8 +28,11 @@ export class LogicGateSystem extends GameSystemWithFilter {
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}
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update() {
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const logicComp = entity.components.LogicGate;
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const slotComp = entity.components.WiredPins;
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@ -36,8 +36,11 @@ export class MinerSystem extends GameSystemWithFilter {
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miningSpeed *= 100;
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}
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const minerComp = entity.components.Miner;
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// Reset everything on recompute
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@ -26,8 +26,11 @@ export class StorageSystem extends GameSystemWithFilter {
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}
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update() {
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const storageComp = entity.components.Storage;
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const pinsComp = entity.components.WiredPins;
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@ -255,8 +255,11 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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const delta = this.root.dynamicTickrate.deltaSeconds;
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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for (
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let arr = this.getUpdateEntitiesArray(), i = arr.length - 1, entity;
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(entity = arr[i]) && i >= 0;
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--i
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) {
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const undergroundComp = entity.components.UndergroundBelt;
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const pendingItems = undergroundComp.pendingItems;
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