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Fixed Issue with Wire Crossings

This commit is contained in:
Christopher-Robin 2020-10-23 01:15:45 +11:00
parent fbd8e2e7e7
commit 78bdba06b0
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@ -391,9 +391,6 @@ export class WireSystem extends GameSystemWithFilter {
const offset = enumDirectionToVector[direction];
const initialSearchTile = initialTile.add(offset);
// Store which tunnels we already visited to avoid infinite loops
const visitedTunnels = new Set();
// First, find the initial connected entities
const initialContents = this.root.map.getLayersContentsMultipleXY(
initialSearchTile.x,
@ -473,10 +470,6 @@ export class WireSystem extends GameSystemWithFilter {
// Check if it's a tunnel, if so, go to the forwarded item
const tunnelComp = entity.components.WireTunnel;
if (tunnelComp) {
//TODO: Add Additional Tunnel Variants
if (visitedTunnels.has(entity.uid)) {
continue;
}
const staticComp = entity.components.StaticMapEntity;
@ -523,9 +516,6 @@ export class WireSystem extends GameSystemWithFilter {
if (network.tunnels.indexOf(entity) < 0) {
network.tunnels.push(entity);
}
// Remember this tunnel
visitedTunnels.add(entity.uid);
}
}
}