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[1.15.2] Smoothly interpolating Power Generation


Ahndrek Li'Cyri

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Hello all!
So i have a bit of a odd question.
I have a Power generator that works all fine, but the power being all added in at the end of the burn time is not exactly what I want to do.
Let's say i want to add... 2500 power units over 1600 ticks. How would i go about doing that when the power system only accepts Integers to add?

 

I have tried

int power = 2500 / 1600;
addPower(power);

but obviously this won't work because it rounds the result to a Integer, only generating 1600 and not 2500 power units.

Any help on this would be great, thank you!

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if addPower() accepts floats, just use a float

I don't know how that power system works but

int power = 2500/1600;

float powerLeft = 2500;
for(int i=1600; i>0; i--){ //make this run once every tick instead of this for loop, but remember to make i work the same
power = powerLeft/i;
addPower(power);
powerLeft -= power;
}

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Disclaimer: I haven't used any energy system in my mods yet.

private int ratePerTick = 20; // adjust if needed
private int powerRemaining = 2500; // will be changed by other code

public void tick() {
    if (powerRemaining > ratePerTick) {
        addPower(ratePerTick);
        powerRemaining -= ratePerTick;
    } else {
        if (powerRemaining > 0) {
            addPower(powerRemaining);
        }
        powerRemaining = 0;
    }
}

 

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Howdy

The basic algorithm for doing things like this is to add a different amount each tick.

For example, if you wanted to add 30 power units over 20 ticks, you would add

2 units on the first tick

1 unit on the second tick

2 units on the third tick

1 unit on the fourth tick

(etc) for 20 ticks in total.

 

You need to track the fractional part yourself

eg from your example

 

INITIALISING:

float ratePerTick = 2500.0/1600.0;

float remainder = 0.0;

 

EVERY TICK:

remainder += ratePerTick;

int powerToAddThisTick = (int)remainder;

remainder -= powerToAddThisTick;

addPower(powerToAddThisTick)

 

-TGG

 

 

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