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Cleanup
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5 changed files with 5 additions and 34 deletions
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@ -23,7 +23,6 @@ public class Pathfinder implements Runnable{
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private static final int updateFPS = 60;
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private static final int updateInterval = 1000 / updateFPS;
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private static final int impassable = -1;
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private static final int fieldTimeout = 1000 * 60 * 2;
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public static final int
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fieldCore = 0,
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@ -192,31 +191,6 @@ public class Pathfinder implements Runnable{
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//total update time no longer than maxUpdate
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for(Flowfield data : threadList){
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updateFrontier(data, maxUpdate / threadList.size);
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//TODO implement timeouts... or don't
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/*
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//remove flowfields that have 'timed out' so they can be garbage collected and no longer waste space
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if(data.refreshRate > 0 && Time.timeSinceMillis(data.lastUpdateTime) > fieldTimeout){
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//make sure it doesn't get removed twice
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data.lastUpdateTime = Time.millis();
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Team team = data.team;
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Core.app.post(() -> {
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//remove its used state
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if(fieldMap[team.id] != null){
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fieldMap[team.id].remove(data.target);
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fieldMapUsed[team.id].remove(data.target);
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}
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//remove from main thread list
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mainList.remove(data);
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});
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queue.post(() -> {
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//remove from this thread list with a delay
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threadList.remove(data);
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});
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}*/
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}
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}
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@ -150,7 +150,7 @@ public class UnitTypes implements ContentList{
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hitSize = 20f;
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rotateSpeed = 2.1f;
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health = 9000;
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armor = 11f;
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armor = 10f;
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canDrown = false;
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mechFrontSway = 1f;
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@ -419,7 +419,7 @@ public class UnitTypes implements ContentList{
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lowAltitude = true;
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health = 7200f;
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armor = 7f;
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armor = 8f;
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canBoost = true;
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landShake = 4f;
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immunities = ObjectSet.with(StatusEffects.burning);
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@ -443,8 +443,8 @@ public class UnitTypes implements ContentList{
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cooldownTime = 200f;
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bullet = new ContinuousLaserBulletType(){{
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damage = 24f;
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length = 164f;
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damage = 26f;
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length = 170f;
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hitEffect = Fx.hitMeltHeal;
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drawSize = 420f;
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lifetime = 160f;
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@ -38,10 +38,7 @@ public class Renderer implements ApplicationListener{
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private @Nullable CoreBuild landCore;
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private Color clearColor = new Color(0f, 0f, 0f, 1f);
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private float targetscale = Scl.scl(4);
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private float camerascale = targetscale;
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private float landscale = 0f, landTime, weatherAlpha;
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private float minZoomScl = Scl.scl(0.01f);
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private float targetscale = Scl.scl(4), camerascale = targetscale, landscale, landTime, weatherAlpha, minZoomScl = Scl.scl(0.01f);
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private float shakeIntensity, shaketime;
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public Renderer(){
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