mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-11 19:14:05 +09:00
more optimisation
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@@ -30,6 +30,9 @@ import net.torvald.terrarum.modulebasegame.gameactors.*
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import net.torvald.terrarum.modulebasegame.gameactors.physicssolver.CollisionSolver
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import net.torvald.terrarum.modulebasegame.gameitems.PickaxeCore
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import net.torvald.terrarum.modulebasegame.gameworld.GameEconomy
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import net.torvald.terrarum.modulebasegame.serialise.LoadSavegame
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import net.torvald.terrarum.modulebasegame.serialise.ReadActor
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import net.torvald.terrarum.modulebasegame.serialise.WriteSavegame
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import net.torvald.terrarum.modulebasegame.ui.*
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import net.torvald.terrarum.modulebasegame.worldgenerator.RoguelikeRandomiser
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import net.torvald.terrarum.modulebasegame.worldgenerator.Worldgen
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@@ -38,9 +41,6 @@ import net.torvald.terrarum.realestate.LandUtil
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import net.torvald.terrarum.savegame.VDUtil
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import net.torvald.terrarum.savegame.VirtualDisk
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import net.torvald.terrarum.serialise.Common
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import net.torvald.terrarum.modulebasegame.serialise.LoadSavegame
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import net.torvald.terrarum.modulebasegame.serialise.ReadActor
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import net.torvald.terrarum.modulebasegame.serialise.WriteSavegame
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import net.torvald.terrarum.ui.Toolkit
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import net.torvald.terrarum.ui.UIAutosaveNotifier
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import net.torvald.terrarum.ui.UICanvas
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@@ -1064,21 +1064,21 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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if (it is CuedByTerrainChange) {
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terrainChangeQueue.forEach { cue ->
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printdbg(this, "Ingame actors terrainChangeCue: ${cue}")
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// printdbg(this, "Ingame actors terrainChangeCue: ${cue}")
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it.updateForTerrainChange(cue)
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}
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}
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if (it is CuedByWallChange) {
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wallChangeQueue.forEach { cue ->
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printdbg(this, "Ingame actors wallChangeCue: ${cue}")
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// printdbg(this, "Ingame actors wallChangeCue: ${cue}")
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it.updateForWallChange(cue)
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}
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}
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if (it is CuedByWireChange) {
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wireChangeQueue.forEach { cue ->
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printdbg(this, "Ingame actors wireChangeCue: ${cue}")
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// printdbg(this, "Ingame actors wireChangeCue: ${cue}")
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it.updateForWireChange(cue)
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}
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}
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