we poppin
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@@ -54,6 +54,7 @@ public class PowerUnit {
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public List<(Output output, double expiresAt)> BoostActive = new();
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public double BoostProgress => boostProgress / boostMax;
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public int BoostCharges => (int)(boostMax / boostDurationSeconds);
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public int BoostChargesAvailable => (int)(boostAvailable / boostDurationSeconds);
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public float Acceleration =>
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acceleration + BoostActive.Count(b => b.output == Output.Acceleration) * baseOutput;
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@@ -78,12 +79,13 @@ public class PowerUnit {
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shieldCurrent = initialShieldMax;
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}
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public void Deploy(Output output) {
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if (boostAvailable < boostDurationSeconds) return;
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public bool Deploy(Output output) {
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if (boostAvailable < boostDurationSeconds) return false;
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BoostActive.Add((output, Time.timeAsDouble + boostDurationSeconds));
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boostAvailable -= boostDurationSeconds;
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if (output == Output.Shield) ShieldsBoost();
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return true;
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}
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public void Tick() {
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@@ -99,11 +101,6 @@ public class PowerUnit {
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int count => count * Time.fixedDeltaTime * -1f,
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};
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// boost available gets dragged up by the clock
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// when the delta is positive
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// which can only happen when there are no active boosts
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// check it vvvv
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// Debug.Log($"Progress={boostProgress} actualAvailability={boostAvailable}");
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double next = Math.Min(boostProgress + delta, boostMax);
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boostProgress = Math.Max(0f, next);
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if (delta > 0f) boostAvailable = boostProgress;
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