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https://github.com/tobspr/shapez.io.git
synced 2025-06-13 13:04:03 +00:00
Fixed bug with Transistors and Formatted Code
This commit is contained in:
parent
c2983a9770
commit
fbd8e2e7e7
@ -1,5 +1,11 @@
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import { generateMatrixRotations } from "../../core/utils";
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import { Vector } from "../../core/vector";
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import {
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arrayAllDirections,
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enumDirection,
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enumDirectionToVector,
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enumInvertedDirections,
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Vector,
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} from "../../core/vector";
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import { WireTunnelComponent } from "../components/wire_tunnel";
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import { Entity } from "../entity";
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import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
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@ -21,13 +27,20 @@ const wireTunnelsOverlayMatrix = {
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};
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/**
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* @enum {Array<Array<Vector>>}
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* Enum of Objects containing the Tunnel Variant Connections
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* @enum {Object.<string, Vector>}
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*/
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export const ConnectionDirections = {
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[defaultBuildingVariant]: [[new Vector(0, 1), new Vector(0, 1)], [new Vector(1, 0), new Vector(1, 0)]],
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[enumWireTunnelVariants.DoubleElbow]: [[new Vector(0, 1), new Vector(1, 0)], [new Vector(0, -1), new Vector(-1, 0)]],
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[enumWireTunnelVariants.Elbow]: [[new Vector(0, 1), new Vector(1, 0)]],
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[enumWireTunnelVariants.Straight]: [[new Vector(0, 1), new Vector(0, 1)]],
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[defaultBuildingVariant]: BuildConnections([
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[new Vector(0, 1), new Vector(0, 1)],
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[new Vector(1, 0), new Vector(1, 0)],
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]),
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[enumWireTunnelVariants.DoubleElbow]: BuildConnections([
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[new Vector(0, 1), new Vector(1, 0)],
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[new Vector(0, -1), new Vector(-1, 0)],
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]),
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[enumWireTunnelVariants.Elbow]: BuildConnections([[new Vector(0, 1), new Vector(1, 0)]]),
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[enumWireTunnelVariants.Straight]: BuildConnections([[new Vector(0, 1), new Vector(0, 1)]]),
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};
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export class MetaWireTunnelBuilding extends MetaBuilding {
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@ -44,22 +57,21 @@ export class MetaWireTunnelBuilding extends MetaBuilding {
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*/
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getIsUnlocked(root) {
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return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_painter_and_levers);
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}
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/**
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*
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* @param {GameRoot} root
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*/
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getAvailableVariants(root) {
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return [defaultBuildingVariant, enumWireTunnelVariants.Elbow, enumWireTunnelVariants.Straight, enumWireTunnelVariants.DoubleElbow];
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// if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_miner_chainable)) {
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// return [enumMinerVariants.chainable];
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// }
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// return super.getAvailableVariants(root);
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}
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/**
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*
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* @param {GameRoot} root
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*/
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getAvailableVariants(root) {
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return [
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defaultBuildingVariant,
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enumWireTunnelVariants.Elbow,
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enumWireTunnelVariants.Straight,
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enumWireTunnelVariants.DoubleElbow,
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];
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}
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/**
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* @param {number} rotation
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* @param {number} rotationVariant
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* @param {string} variant
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@ -73,10 +85,10 @@ export class MetaWireTunnelBuilding extends MetaBuilding {
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return true;
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}
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getStayInPlacementMode() {
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getStayInPlacementMode() {
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return true;
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}
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}
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getDimensions() {
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return new Vector(1, 1);
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}
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@ -91,19 +103,50 @@ export class MetaWireTunnelBuilding extends MetaBuilding {
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* @param {Entity} entity
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*/
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setupEntityComponents(entity) {
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entity.addComponent(new WireTunnelComponent({Variant: defaultBuildingVariant, Connections: ConnectionDirections[defaultBuildingVariant]}));
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}
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/**
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entity.addComponent(
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new WireTunnelComponent({
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Connections: ConnectionDirections[defaultBuildingVariant],
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})
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);
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}
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/**
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*
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* @param {Entity} entity
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* @param {number} rotationVariant
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* @param {string} variant
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*/
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updateVariants(entity, rotationVariant, variant) {
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if(entity.components.WireTunnel){
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//a.rotateInplaceFastMultipleOf90(rotationVariant);
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entity.components.WireTunnel.UpdateConnections(variant, ConnectionDirections[variant])
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}
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}
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if (entity.components.WireTunnel) {
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entity.components.WireTunnel.UpdateConnections(ConnectionDirections[variant]);
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}
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}
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}
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/**
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* Builds the Connection Graph object from the input Array
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* @param {Array<Array<Vector>>} Connections
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* @returns {Object.<string, Vector>}
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*/
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function BuildConnections(Connections) {
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/**
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* @type {Object.<string, Vector>}
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*/
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let res = {};
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for (let i = 0; i < Connections.length; ++i) {
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assert(Connections[i].length == 2, "Connection Wasn't Continuos");
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let [a, b] = Connections[i];
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const ahash = a.toString();
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if (!res[ahash]) {
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res[ahash] = b;
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}
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let alta = a.rotateFastMultipleOf90(180);
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let altb = b.rotateFastMultipleOf90(180);
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const bhash = altb.toString();
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if (!res[bhash]) {
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res[bhash] = alta;
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}
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}
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return res;
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}
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@ -1,89 +1,77 @@
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import { Vector } from "../../core/vector";
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import {
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arrayAllDirections,
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enumDirection,
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enumDirectionToVector,
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enumInvertedDirections,
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Vector,
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} from "../../core/vector";
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import { Component } from "../component";
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import { defaultBuildingVariant } from "../meta_building";
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export class WireTunnelComponent extends Component {
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static getId() {
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return "WireTunnel";
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static getId() {
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return "WireTunnel";
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}
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}
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/**
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*
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* @param {{Connections: Object.<string, Vector>}} Elements
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*/
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constructor({ Connections = {} }) {
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super();
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/**
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* @type {Object.<string, Vector>}
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*/
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this.Connections = Connections;
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constructor({ Variant, Connections = [] }) {
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super();
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/**
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* Linked network, only if its not multiple directions
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* @type {Array<import("../systems/wire").WireNetwork>}
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*/
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this.linkedNetworks = [];
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}
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this.Variant = Variant;
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// /**
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// * All Connection Directions
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// * @type {Object.<string, Array<Vector>>} Possibility for a T piece. Should be Irrelevant
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// */
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/**
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* @type {Object.<string, Vector>}
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*/
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this.Connections = {};
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/**
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* @param {Object.<string, Vector>} Connections
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*/
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UpdateConnections(Connections) {
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this.Connections = Connections;
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}
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this.RebuildConnections(Connections);
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/**
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* Returns if the Tunnel accepts inputs from the given direction
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* @param {Vector} dir
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* Local Space Vector into the Tunnel
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*/
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CanConnect(dir) {
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return !!this.Connections[dir.toString()];
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}
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/**
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* Linked network, only if its not multiple directions
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* @type {Array<import("../systems/wire").WireNetwork>}
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*/
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this.linkedNetworks = [];
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}
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/**
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* Returns if the Tunnel accepts inputs from the given direction
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* @param {import("./static_map_entity").StaticMapEntityComponent} staticComp
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* Static Map Entity Component
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* @param {Vector} dir
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* World space Vector into the Tunnel
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*/
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CanConnectWorld(staticComp, dir) {
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const inputDir = staticComp.unapplyRotationToVector(dir);
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return !!this.Connections[inputDir.toString()];
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}
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/**
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* @param {import("../buildings/wire_tunnel").ConnectionDirections} Connections
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*/
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RebuildConnections(Connections) {
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this.Connections = {};
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for(let i = 0; i < Connections.length; ++i) {
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assert(Connections[i].length == 2, "Connection Wasn't Continuos");
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let [a, b] = Connections[i];
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const ahash = a.toString();
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if(!this.Connections[ahash]) {
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this.Connections[ahash] = b;
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}
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let alta = a.rotateFastMultipleOf90(180);
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let altb = b.rotateFastMultipleOf90(180);
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const bhash = altb.toString();
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if(!this.Connections[bhash]) {
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this.Connections[bhash] = alta;
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}
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}
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console.log(this.Connections);
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}
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/**
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* @param {string} Variant
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* @param {import("../buildings/wire_tunnel").ConnectionDirections} Connections
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*/
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UpdateConnections(Variant, Connections) {
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if(this.Variant !== Variant){
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this.Variant = Variant;
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this.RebuildConnections(Connections)
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}
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}
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/**
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* Local Space Direction the connection is coming from
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* @param {Vector} dir
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*/
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CanConnect(dir) {
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return !!this.Connections[dir.toString()];
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}
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/**
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* @param {import("./static_map_entity").StaticMapEntityComponent} staticComp
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* @param {Vector} input
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* LocalSpace Direction into the Tunnel
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*/
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GetOutputDirection(staticComp, input) {
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const inputDir = staticComp.unapplyRotationToVector(input); //TODO: Fix the Wierd Shit
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if(this.CanConnect(inputDir)){
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let out = this.Connections[inputDir.toString()];
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return staticComp.applyRotationToVector(out);
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}
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return null;
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}
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/**
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* Returns the Worldspace Vector out from the Tunnel or Null
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* @param {import("./static_map_entity").StaticMapEntityComponent} staticComp
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* Static Map Entity Component
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* @param {Vector|null} input
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* Worldspace Direction into the Tunnel
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*/
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GetOutputDirection(staticComp, input) {
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const inputDir = staticComp.unapplyRotationToVector(input);
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if (this.CanConnect(inputDir)) {
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let out = this.Connections[inputDir.toString()];
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return staticComp.applyRotationToVector(out);
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}
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return null;
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}
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}
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@ -193,9 +193,9 @@ export class GameLogic {
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* @param {enumDirection} param0.edge The edge to check for
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*/
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computeWireEdgeStatus({ wireVariant, tile, edge }) {
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/**
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* @type {Vector}
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*/
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/**
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* @type {Vector}
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*/
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const offset = enumDirectionToVector[edge];
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const targetTile = tile.add(offset);
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@ -246,8 +246,7 @@ export class GameLogic {
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// Check if its a tunnel
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const wireTunnelComp = targetEntity.components.WireTunnel;
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if (wireTunnelComp) {
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const inputDir = targetStaticComp.unapplyRotationToVector(offset);
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return wireTunnelComp.CanConnect(inputDir);
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return wireTunnelComp.CanConnectWorld(targetStaticComp, offset);
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}
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// Check if its a wire
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@ -314,12 +314,12 @@ export class WireSystem extends GameSystemWithFilter {
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newSearchDirections = [staticComp.localDirectionToWorld(slot.direction)];
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newSearchTile = staticComp.localTileToWorld(slot.pos);
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}
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}
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const tunnelComp = nextEntity.components.WireTunnel;
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if(tunnelComp){
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//const outputDir = tunnelComp.GetOutputDirection(staticComp, offset);
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}
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}
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const tunnelComp = nextEntity.components.WireTunnel;
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if (tunnelComp) {
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//const outputDir = tunnelComp.GetOutputDirection(staticComp, offset);
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}
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if (newSearchTile) {
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// Find new surrounding wire targets
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@ -369,7 +369,7 @@ export class WireSystem extends GameSystemWithFilter {
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* @param {Vector} initialTile
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* @param {Array<enumDirection>} directions
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* @param {WireNetwork} network
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* @param {enumWireVariant=} variantMask Only accept connections to this mask
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* @param {enumWireVariant} variantMask Only accept connections to this mask
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* @returns {Array<any>}
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*/
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findSurroundingWireTargets(initialTile, directions, network, variantMask = null) {
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@ -406,8 +406,8 @@ export class WireSystem extends GameSystemWithFilter {
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for (let j = 0; j < initialContents.length; ++j) {
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contents.push({
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entity: initialContents[j],
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tile: initialSearchTile,
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dir: offset
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tile: initialSearchTile,
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dir: offset,
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});
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}
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@ -444,8 +444,17 @@ export class WireSystem extends GameSystemWithFilter {
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}
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// Check if the direction (inverted) matches
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const pinDirection = staticComp.localDirectionToWorld(slot.direction);
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if (pinDirection !== enumInvertedDirections[direction]) {
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// const pinDirection = staticComp.localDirectionToWorld(slot.direction);
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// if (pinDirection !== enumInvertedDirections[direction]) {
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// continue;
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// }
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// /**
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// * @type {Vector}
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// */
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const worldDir = staticComp.localDirectionToWorld(slot.direction);
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const invDir = enumInvertedDirections[worldDir];
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const pinDirection = enumDirectionToVector[invDir];
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if (!pinDirection.equals(dir)) {
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continue;
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}
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@ -469,15 +478,15 @@ export class WireSystem extends GameSystemWithFilter {
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continue;
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}
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const staticComp = entity.components.StaticMapEntity;
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//const localDir = staticComp.worldToLocalTile(tile.sub(offset));
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//staticComp.localDirectionToWorld();
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const outputDir = tunnelComp.GetOutputDirection(staticComp, dir);
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if(!outputDir){
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continue;
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}
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const forwardedTile = staticComp.origin.add(outputDir);
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const staticComp = entity.components.StaticMapEntity;
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//const localDir = staticComp.worldToLocalTile(tile.sub(offset));
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//staticComp.localDirectionToWorld();
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const outputDir = tunnelComp.GetOutputDirection(staticComp, dir);
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if (!outputDir) {
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continue;
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}
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const forwardedTile = staticComp.origin.add(outputDir);
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//TODO: Alter to Allow for different tunnel Types
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// Compute where this tunnel connects to
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@ -497,15 +506,15 @@ export class WireSystem extends GameSystemWithFilter {
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forwardedTile.x,
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forwardedTile.y
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);
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// Attach the entities and the tile we search at, because it may change
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for (let h = 0; h < connectedContents.length; ++h) {
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contents.push({
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entity: connectedContents[h],
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tile: forwardedTile,
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dir: outputDir
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tile: forwardedTile,
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dir: outputDir,
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});
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}
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}
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// Add the tunnel to the network
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if (tunnelComp.linkedNetworks.indexOf(network) < 0) {
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