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