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using gdx's preferred way to generate world json
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@@ -56,7 +56,7 @@ open class GameWorld : Disposable {
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internal set
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/** Used to calculate play time */
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open val loadTime: Long = System.currentTimeMillis() / 1000L
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@Transient open val loadTime: Long = System.currentTimeMillis() / 1000L
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//layers
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val layerWall: BlockLayer
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@@ -82,8 +82,8 @@ open class GameWorld : Disposable {
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private val wirings: HashMap<BlockAddress, WiringNode>
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private val wiringGraph = HashMap<BlockAddress, HashMap<ItemID, WiringSimCell>>()
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private val WIRE_POS_MAP = intArrayOf(1,2,4,8)
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private val WIRE_ANTIPOS_MAP = intArrayOf(4,8,1,2)
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@Transient private val WIRE_POS_MAP = intArrayOf(1,2,4,8)
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@Transient private val WIRE_ANTIPOS_MAP = intArrayOf(4,8,1,2)
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/**
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* Used by the renderer. When wirings are updated, `wirings` and this properties must be synchronised.
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@@ -102,7 +102,7 @@ open class GameWorld : Disposable {
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open var generatorSeed: Long = 0
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internal set
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var disposed = false
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@Transient var disposed = false
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private set
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val worldTime: WorldTime = WorldTime( // Year EPOCH (125), Month 1, Day 1 is implied
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@@ -113,7 +113,7 @@ open class GameWorld : Disposable {
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val tileNumberToNameMap: HashMap<Int, ItemID>
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// does not go to the savefile
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val tileNameToNumberMap: HashMap<ItemID, Int>
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@Transient val tileNameToNumberMap: HashMap<ItemID, Int>
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/**
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* Create new world
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