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Refactor item acceptor and processor #114
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to make merging with CE stuff a lot less painful
nontrivial conflict resolutions include: - fixing 'reciever' and 'rotater' typos - in new schema file, replacing require import and removing extension of "logging.js" - removing moved achievement logic - matching updated computeAcceptingEntityAndSlot return format
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includes: - comments to document behavior more clearly - TODO messages for parts worth revisiting - trivial code changes, mainly switching to for...of loops - belt path code is nontrivially changed in 2 small ways, but should be identical behavior done in a clearer way
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I've processed the belt item logic!! Might draft up a design description for how the systems should take turns and not lose progress |
Should be simpler to understand and robust against processing order issues.
resolving the TODOs I left
…Time Could happen when a processor backs up; the remainingTime was left as a slight negative (representing overspent time).
Originally, completed inputs were deleted after a processor charge can move on to the ejection queue. However, the charge does not remember which slots it consumed from, which matters for buildings like the balancer that don't need all inputs. The downside is now more items fit in a backed-up building (from 4 to 5 for a 1-to-1 building).
Now, inputs cannot move to completedInputs if there's already something in the corresponding slot. This way, instead of limiting an acceptor slot to holding 2 items between inputs and completedInputs, we can just limit to 1 in inputs to about the same effect. The code for multiple items is still left in in case it becomes relevant later. It should otherwise be removed or refactored.
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port of tobspr-games#1364 by @Sense101. Begins with a (hopefully) faithful merge with CE changes, had to be done pretty manually because many files' line endings changed. Marking as draft since it's probably worth reviewing the new system to make changes and fixes
enjoy the commit history!