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redistribute processing over more ticks
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parent
edb589816a
commit
a61194150c
10
control.lua
10
control.lua
@ -1053,7 +1053,7 @@ script.on_event(defines.events.on_tick,
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function ()
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local gameRef = game
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local tick = gameRef.tick
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local pick = tick % 7
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local pick = tick % 8
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-- local profiler = game.create_profiler()
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@ -1069,8 +1069,6 @@ script.on_event(defines.events.on_tick,
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if (pick == 0) then
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processPendingChunks(map, tick)
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processScanChunks(map)
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universe.processedChunks = universe.processedChunks + PROCESS_QUEUE_SIZE
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planning(map, gameRef.forces.enemy.evolution_factor, tick)
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if universe.NEW_ENEMIES then
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recycleBases(map)
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@ -1086,13 +1084,17 @@ script.on_event(defines.events.on_tick,
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processVengence(map)
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elseif (pick == 4) then
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scanResourceMap(map, tick)
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elseif (pick == 5) then
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scanEnemyMap(map, tick)
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elseif (pick == 5) then
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processSpawners(map)
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scanEnemyMap(map, tick)
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elseif (pick == 6) then
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scanPlayerMap(map, tick)
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processNests(map, tick)
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temperamentPlanner(map)
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elseif (pick == 7) then
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processPendingChunks(map, tick)
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processScanChunks(map)
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end
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processActiveNests(map, tick)
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@ -68,7 +68,7 @@ function chunkProcessor.processPendingChunks(map, tick, flush)
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if not event then
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event = next(pendingChunks, nil)
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end
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local endCount = 2
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local endCount = 1
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if flush then
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endCount = table_size(pendingChunks)
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event = next(pendingChunks, nil)
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@ -46,7 +46,7 @@ constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX = 130000
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constants.PROCESS_QUEUE_SIZE = 105
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constants.SCAN_QUEUE_SIZE = 2
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constants.RESOURCE_QUEUE_SIZE = 2
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constants.ENEMY_QUEUE_SIZE = 2
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constants.ENEMY_QUEUE_SIZE = 1
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constants.PLAYER_QUEUE_SIZE = 2
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constants.CLEANUP_QUEUE_SIZE = 8
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constants.ATTACK_QUEUE_SIZE = 18
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@ -138,6 +138,7 @@ function mapProcessor.processMap(map, tick)
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else
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map.processIndex = endIndex - 1
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end
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map.universe.processedChunks = map.universe.processedChunks + PROCESS_QUEUE_SIZE
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end
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function mapProcessor.processStaticMap(map)
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