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fixed rotating non-rotatable buildings as blueprints and made blocker non-rotatable
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c12be469dd
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20c24f5997
@ -101,8 +101,11 @@ export class Blueprint {
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const entity = this.entities[i];
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const entity = this.entities[i];
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const staticComp = entity.components.StaticMapEntity;
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const staticComp = entity.components.StaticMapEntity;
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staticComp.rotation = (staticComp.rotation + 90) % 360;
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if (staticComp.getMetaBuilding().getIsRotateable()) {
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staticComp.originalRotation = (staticComp.originalRotation + 90) % 360;
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staticComp.rotation = (staticComp.rotation + 90) % 360;
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staticComp.originalRotation = (staticComp.originalRotation + 90) % 360;
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}
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staticComp.origin = staticComp.origin.rotateFastMultipleOf90(90);
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staticComp.origin = staticComp.origin.rotateFastMultipleOf90(90);
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}
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}
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}
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}
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@ -158,10 +158,9 @@ export class MetaBuilding {
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/**
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/**
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* Returns whether this building is rotateable
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* Returns whether this building is rotateable
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* @param {string} variant
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* @returns {boolean}
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* @returns {boolean}
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*/
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*/
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getIsRotateable(variant) {
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getIsRotateable() {
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return true;
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return true;
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}
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}
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@ -243,7 +242,7 @@ export class MetaBuilding {
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* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
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* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
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*/
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*/
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computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
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computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
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if (!this.getIsRotateable(variant)) {
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if (!this.getIsRotateable()) {
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return {
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return {
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rotation: 0,
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rotation: 0,
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rotationVariant: 0,
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rotationVariant: 0,
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