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mirror of https://github.com/tobspr/shapez.io.git synced 2025-12-13 10:11:50 +00:00

Fix throughput at high speeds and allow multiple items to be stored in an acceptor slot before it's full

This commit is contained in:
Sense101 2022-01-25 18:20:01 +00:00
parent 9f7c95aec3
commit cd72da5023
4 changed files with 28 additions and 10 deletions

View File

@ -130,8 +130,9 @@ export class BeltPath extends BasicSerializableObject {
/**
* Tries to accept the item
* @param {BaseItem} item
* @param {number} extraProgress
*/
tryAcceptItem(item) {
tryAcceptItem(item, extraProgress = 0) {
if (this.spacingToFirstItem >= globalConfig.itemSpacingOnBelts) {
// So, since we already need one tick to accept this item we will add this directly.
// this means we are moving it forwards twice in one tick, but otherwise belts won't be full :(
@ -142,7 +143,7 @@ export class BeltPath extends BasicSerializableObject {
// First, compute how much progress we can make *at max*
const maxProgress = Math.max(0, this.spacingToFirstItem - globalConfig.itemSpacingOnBelts);
const initialProgress = Math.min(maxProgress, beltProgressPerTick);
const initialProgress = Math.min(maxProgress, beltProgressPerTick + extraProgress);
this.items.unshift([this.spacingToFirstItem - initialProgress, item]);
this.spacingToFirstItem = initialProgress;

View File

@ -75,8 +75,9 @@ export class ItemAcceptorComponent extends Component {
*
* @param {object} param0
* @param {Array<ItemAcceptorSlotConfig>} param0.slots The slots from which we accept items
* @param {number=} param0.maxSlotInputs The maximum amount of items one slot can accept before it is full
*/
constructor({ slots = [] }) {
constructor({ slots = [], maxSlotInputs = 2 }) {
super();
/** @type {ItemAcceptorInputs} */
@ -84,6 +85,9 @@ export class ItemAcceptorComponent extends Component {
/** @type {ItemAcceptorCompletedInputs} */
this.completedInputs = [];
this.setSlots(slots);
// setting this to 1 will cause throughput issues at very high speeds
this.maxSlotInputs = maxSlotInputs;
}
/**
@ -115,17 +119,22 @@ export class ItemAcceptorComponent extends Component {
tryAcceptItem(slotIndex, item, startProgress = 0.0) {
const slot = this.slots[slotIndex];
let existingInputs = 0;
for (let i = 0; i < this.inputs.length; i++) {
if (this.inputs[i].slotIndex == slotIndex) {
return false;
existingInputs++;
}
}
for (let i = 0; i < this.completedInputs.length; i++) {
if (this.completedInputs[i].slotIndex == slotIndex) {
return false;
existingInputs++;
}
}
if (existingInputs >= this.maxSlotInputs) {
return false;
}
if (slot.filter && slot.filter != item.getItemType()) {
return false;
}

View File

@ -180,9 +180,7 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
const destPath = sourceSlot.cachedBeltPath;
if (destPath) {
// Try passing the item over
// note - no extra progress is relevant here, as we have to push items up to the ones in front to ensure minimum spacing
// it's close enough though, and doesn't break at high speeds
if (destPath.tryAcceptItem(item)) {
if (destPath.tryAcceptItem(item, extraProgress)) {
sourceSlot.item = null;
}

View File

@ -232,7 +232,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
const acceptorComp = entity.components.ItemAcceptor;
const processorComp = entity.components.ItemProcessor;
// First, take inputs - but only ones that are completed
// First, take inputs - but only one from each
const inputs = acceptorComp.completedInputs;
// split inputs efficiently
@ -282,7 +282,17 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
remainingTime: timeToProcess,
};
acceptorComp.completedInputs = [];
// only remove one item from each slot - we don't want to delete extra items!
let usedSlots = [];
for (let i = 0; i < acceptorComp.completedInputs.length; i++) {
const slot = acceptorComp.completedInputs[i].slotIndex;
if (!usedSlots.includes(slot)) {
usedSlots.push(slot);
acceptorComp.completedInputs.splice(i);
i--;
}
}
}
/**