From affac62a669ecc7bfeb101cce54492305dadcd5a Mon Sep 17 00:00:00 2001 From: hexagonhexagon Date: Wed, 24 Jun 2020 18:57:17 -0400 Subject: [PATCH] Revert fix for blueprint bug, as it doesn't work in all cases. --- src/js/game/hud/parts/blueprint.js | 15 +-------------- 1 file changed, 1 insertion(+), 14 deletions(-) diff --git a/src/js/game/hud/parts/blueprint.js b/src/js/game/hud/parts/blueprint.js index c53163d9..a5d876d4 100644 --- a/src/js/game/hud/parts/blueprint.js +++ b/src/js/game/hud/parts/blueprint.js @@ -176,7 +176,6 @@ export class Blueprint { tryPlace(root, tile) { return root.logic.performBulkOperation(() => { let anyPlaced = false; - const beltsToRegisterLater = []; for (let i = 0; i < this.entities.length; ++i) { let placeable = true; const entity = this.entities[i]; @@ -216,22 +215,10 @@ export class Blueprint { clone.components.StaticMapEntity.origin.addInplace(tile); root.map.placeStaticEntity(clone); - - // Registering a belt immediately triggers a recalculation of surrounding belt - // directions, which is no good when not all belts have been placed. To resolve - // this, only register belts after all entities have been placed. - if (!clone.components.Belt) { - root.entityMgr.registerEntity(clone); - } else { - beltsToRegisterLater.push(clone); - } + root.entityMgr.registerEntity(clone); anyPlaced = true; } } - - for (let i = 0; i < beltsToRegisterLater.length; i++) { - root.entityMgr.registerEntity(beltsToRegisterLater[i]); - } return anyPlaced; }); }