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chore: doc & expose TickModulator trait, rename speed to tick
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@@ -1,22 +1,44 @@
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pub struct SpeedModulator {
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/// A tick modulator allows you to slow down operations by a percentage.
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///
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/// Unfortunately, switching to floating point numbers for entities can induce floating point errors, slow down calculations
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/// and make the game less deterministic. This is why we use a speed modulator instead.
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/// Additionally, with small integers, lowering the speed by a percentage is not possible. For example, if we have a speed of 2,
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/// and we want to slow it down by 10%, we would need to slow it down by 0.2. However, since we are using integers, we can't.
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/// The only amount you can slow it down by is 1, which is 50% of the speed.
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///
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/// The basic principle of the Speed Modulator is to instead 'skip' movement ticks every now and then.
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/// At 60 ticks per second, skips could happen several times per second, or once every few seconds.
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/// Whatever it be, as long as the tick rate is high enough, the human eye will not be able to tell the difference.
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///
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/// For example, if we want to slow down the speed by 10%, we would need to skip every 10th tick.
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pub trait TickModulator {
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fn new(percent: f32) -> Self;
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fn next(&mut self) -> bool;
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}
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pub struct SimpleTickModulator {
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tick_count: u32,
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ticks_left: u32,
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}
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impl SpeedModulator {
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pub fn new(percent: f32) -> Self {
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// TODO: Add tests
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// TODO: Look into average precision, binary code modulation strategy
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impl TickModulator for SimpleTickModulator {
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fn new(percent: f32) -> Self {
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let ticks_required: u32 = (1f32 / (1f32 - percent)).round() as u32;
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SpeedModulator {
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SimpleTickModulator {
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tick_count: ticks_required,
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ticks_left: ticks_required,
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}
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}
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pub fn next(&mut self) -> bool {
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fn next(&mut self) -> bool {
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self.ticks_left -= 1;
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// Return whether or not we should skip this tick
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if self.ticks_left == 0 {
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// We've reached the tick to skip, reset the counter
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self.ticks_left = self.tick_count;
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false
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} else {
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