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Revert fix for blueprint bug, as it doesn't work in all cases.
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@ -176,7 +176,6 @@ export class Blueprint {
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tryPlace(root, tile) {
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tryPlace(root, tile) {
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return root.logic.performBulkOperation(() => {
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return root.logic.performBulkOperation(() => {
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let anyPlaced = false;
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let anyPlaced = false;
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const beltsToRegisterLater = [];
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for (let i = 0; i < this.entities.length; ++i) {
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for (let i = 0; i < this.entities.length; ++i) {
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let placeable = true;
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let placeable = true;
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const entity = this.entities[i];
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const entity = this.entities[i];
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@ -216,22 +215,10 @@ export class Blueprint {
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clone.components.StaticMapEntity.origin.addInplace(tile);
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clone.components.StaticMapEntity.origin.addInplace(tile);
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root.map.placeStaticEntity(clone);
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root.map.placeStaticEntity(clone);
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// Registering a belt immediately triggers a recalculation of surrounding belt
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// directions, which is no good when not all belts have been placed. To resolve
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// this, only register belts after all entities have been placed.
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if (!clone.components.Belt) {
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root.entityMgr.registerEntity(clone);
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root.entityMgr.registerEntity(clone);
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} else {
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beltsToRegisterLater.push(clone);
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}
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anyPlaced = true;
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anyPlaced = true;
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}
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}
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}
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}
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for (let i = 0; i < beltsToRegisterLater.length; i++) {
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root.entityMgr.registerEntity(beltsToRegisterLater[i]);
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}
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return anyPlaced;
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return anyPlaced;
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});
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});
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}
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}
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