Refine simulation tick handling to ensure consistent timing and update HUD rendering
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Build Simulation and Test / Run All Tests (push) Successful in 1m11s
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@ -122,8 +122,20 @@ class SimulationEngine:
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self._handle_sprint_mode()
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self._handle_sprint_mode()
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return
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return
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# Only process one tick per frame if enough time has passed
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if not self.input_handler.is_paused:
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if not self.input_handler.is_paused:
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self._handle_simulation_ticks(tick_interval, deltatime)
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current_time = time.perf_counter()
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if current_time - self.last_tick_time >= tick_interval:
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self.last_tick_time += tick_interval
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self.tick_counter += 1
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self.total_ticks += 1
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self.input_handler.update_selected_objects()
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self.world.tick_all()
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self.hud.manager.update(deltatime)
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if current_time - self.last_tps_time >= 1.0:
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self.actual_tps = self.tick_counter
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self.tick_counter = 0
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self.last_tps_time += 1.0
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else:
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else:
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self.last_tick_time = time.perf_counter()
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self.last_tick_time = time.perf_counter()
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self.last_tps_time = time.perf_counter()
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self.last_tps_time = time.perf_counter()
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@ -167,6 +179,7 @@ class SimulationEngine:
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self.hud.render_sprint_debug(self.screen, self.actual_tps, self.total_ticks, cell_count)
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self.hud.render_sprint_debug(self.screen, self.actual_tps, self.total_ticks, cell_count)
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pygame.display.flip()
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pygame.display.flip()
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self.clock.tick(MAX_FPS)
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self.clock.tick(MAX_FPS)
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self.last_tick_time = time.perf_counter()
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def _handle_simulation_ticks(self, tick_interval, deltatime):
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def _handle_simulation_ticks(self, tick_interval, deltatime):
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current_time = time.perf_counter()
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current_time = time.perf_counter()
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@ -204,8 +217,8 @@ class SimulationEngine:
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self.hud.draw_splitters(self.screen)
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self.hud.draw_splitters(self.screen)
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# self.hud.render_mouse_position(self.screen, self.camera, self.sim_view_rect)
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# self.hud.render_mouse_position(self.screen, self.camera, self.sim_view_rect)
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# self.hud.render_fps(self.screen, self.clock)
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self.hud.render_fps(self.screen, self.clock)
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# self.hud.render_tps(self.screen, self.actual_tps)
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self.hud.render_tps(self.screen, self.actual_tps)
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# self.hud.render_tick_count(self.screen, self.total_ticks)
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# self.hud.render_tick_count(self.screen, self.total_ticks)
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# self.hud.render_selected_objects_info(self.screen, self.input_handler.selected_objects)
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# self.hud.render_selected_objects_info(self.screen, self.input_handler.selected_objects)
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self.hud.render_legend(self.screen, self.input_handler.show_legend)
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self.hud.render_legend(self.screen, self.input_handler.show_legend)
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@ -162,6 +162,8 @@ class World:
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"""
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"""
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Advances all objects in the world by one tick, updating their state and handling interactions.
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Advances all objects in the world by one tick, updating their state and handling interactions.
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"""
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"""
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print("Ticking all objects in the world")
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next_buffer: int = 1 - self.current_buffer
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next_buffer: int = 1 - self.current_buffer
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self.buffers[next_buffer].clear()
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self.buffers[next_buffer].clear()
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