Trim migration.yml (#19081)
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@@ -32,11 +32,12 @@ public sealed class MapMigrationSystem : EntitySystem
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if (!TryReadFile(out var mappings))
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if (!TryReadFile(out var mappings))
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return;
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return;
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// Verify that all of the entries map to valid entity prototypes.
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foreach (var node in mappings.Values)
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foreach (var node in mappings.Values)
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{
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{
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var newId = ((ValueDataNode) node).Value;
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var newId = ((ValueDataNode) node).Value;
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if (!string.IsNullOrEmpty(newId) && newId != "null")
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if (!string.IsNullOrEmpty(newId) && newId != "null")
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DebugTools.Assert(_protoMan.HasIndex<EntityPrototype>(newId));
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DebugTools.Assert(_protoMan.HasIndex<EntityPrototype>(newId), $"{newId} is not an entity prototype.");
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}
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}
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#endif
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#endif
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}
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}
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@@ -1,98 +1,12 @@
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# basic dictionary that maps old entity ids to new entity ids.
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# This is a basic dictionary that maps old entity prototype ids to new ids. This only works for entity prototypes, and
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# an empty or "null" string results in the entity getting deleted.
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# is intended to allow maps to load without having to manually edit them. An empty or "null" string results in the
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# entity getting deleted.
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# e.g., you can swap all walls with windows and delete all tables by adding lines like:
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# e.g., you can swap all walls with windows and delete all tables by adding lines like:
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#
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#
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# Window: WallSolid
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# Window: WallSolid
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# WallSolid: Window
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# WallSolid: Window
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# Table: null
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# Table: null
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#
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chem_dispenser: ChemDispenser
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KvassTankFull: null
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DrinkKvassGlass: null
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KvassTank: null
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# 2023-05-03
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SpawnPointBrigmedic: null
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ClothingHeadsetBrigmedic: null
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ClothingHeadHatBeretBrigmedic: null
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ClothingHeadHelmetHardsuitBrigmedic: null
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ClothingOuterHardsuitBrigmedic: null
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ClothingOuterCoatAMG: null
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ClothingBackpackBrigmedic: null
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ClothingBackpackBrigmedicFilled: null
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ClothingBackpackSatchelBrigmedic: null
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ClothingBackpackSatchelBrigmedicFilled: null
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ClothingBackpackDuffelBrigmedic: null
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ClothingBackpackDuffelBrigmedicFilled: null
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BrigmedicIDCard: null
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BrigmedicPDA: null
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BoxSurvivalBrigmedic: null
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LockerBrigmedic: null
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LockerBrigmedicFilled: null
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BedsheetBrigmedic: null
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# 2023-05-04
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BoxMagazineMagnumSubMachineGun: BoxMagazinePistolSubMachineGun
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BoxMagazineMagnumSubMachineGunPractice: BoxMagazinePistolSubMachineGunPractice
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BoxMagazineMagnumSubMachineGunRubber: BoxMagazinePistolSubMachineGunRubber
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MagazineMagnumSubMachineGun: MagazinePistolSubMachineGun
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MagazineMagnumSubMachineGunPractice: MagazinePistolSubMachineGunPractice
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MagazineMagnumSubMachineGunRubber: MagazinePistolSubMachineGunRubber
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WeaponSubMachineGunVector: WeaponSubMachineGunDrozd
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WeaponSubMachineGunVectorRubber: WeaponSubMachineGunDrozdRubber
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MagazineBoxAntiMaterial: MagazineBoxAntiMateriel
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CartridgeAntiMaterial: CartridgeAntiMateriel
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BulletAntiMaterial: BulletAntiMateriel
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# 2023-05-10
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FoodCondimentBottleSmallHotsauce: FoodCondimentBottleHotsauce
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FoodBakedCookieFortune: FoodSnackCookieFortune
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GunSafeSubMachineGunVector: GunSafeSubMachineGunDrozd
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# 2023-05-24
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AMEController: AmeController
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AMEJar: AmeJar
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AMEPart: AmePart
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AMEShielding: AmeShielding
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# 2023-05-29
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OrGate: null
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# 2023-05-31
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IHSVoidsuit: null
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ClothingHeadHelmetIHSVoidHelm: null
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ClothingHandsGlovesIhscombat: null
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# 2023-06-02
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# Yes, this is right. They were, in fact, reversed because the default orientation of the particle accelerator was _down_ relative to the screen.
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# This resulted in the parts being named assuming that the person building the accelerator treated it like a rocket with the particles coming out the _back_.
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# As this was confusing they were converted to nautical orientation with forward being towards the emitters.
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MachineParticleAcceleratorEmitterCenterCircuitboard: MachineParticleAcceleratorEmitterForeCircuitboard
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MachineParticleAcceleratorEmitterLeftCircuitboard: MachineParticleAcceleratorEmitterStarboardCircuitboard
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MachineParticleAcceleratorEmitterRightCircuitboard: MachineParticleAcceleratorEmitterPortCircuitboard
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ParticleAcceleratorEmitterCenter: ParticleAcceleratorEmitterFore
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ParticleAcceleratorEmitterCenterUnfinished: ParticleAcceleratorEmitterForeUnfinished
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ParticleAcceleratorEmitterLeft: ParticleAcceleratorEmitterStarboard
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ParticleAcceleratorEmitterLeftUnfinished: ParticleAcceleratorEmitterStarboardUnfinished
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ParticleAcceleratorEmitterRight: ParticleAcceleratorEmitterPort
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ParticleAcceleratorEmitterRightUnfinished: ParticleAcceleratorEmitterPortUnfinished
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# 2023-06-21
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WindoorArmoryLocked: WindoorSecureArmoryLocked
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WindoorBrigLocked: WindoorSecureBrigLocked
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WindoorChemistryLocked: WindoorSecureChemistryLocked
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WindoorCommandLocked: WindoorSecureCommandLocked
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WindoorEngineeringLocked: WindoorSecureEngineeringLocked
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WindoorExternalLocked: WindoorSecureExternalLocked
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WindoorMedicalLocked: WindoorSecureMedicalLocked
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WindoorSecurityLocked: WindoorSecureSecurityLocked
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WindoorScienceLocked: WindoorSecureScienceLocked
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WindoorHeadOfPersonnelLocked: WindoorSecureHeadOfPersonnelLocked
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WindoorAtmosphericsLocked: WindoorSecureAtmosphericsLocked
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WindoorParamedicLocked: WindoorSecureParamedicLocked
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# 2023-07-03
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# 2023-07-03
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ClothingHeadHelmetHelmet: ClothingHeadHelmetBasic
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ClothingHeadHelmetHelmet: ClothingHeadHelmetBasic
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@@ -163,5 +77,4 @@ MountainRockMining: AsteroidRockMining
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WindowTintedDirectional: WindowFrostedDirectional
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WindowTintedDirectional: WindowFrostedDirectional
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# 2023-08-10
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# 2023-08-10
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# RedMediumLaserWeak: RedLightLaser # TODO migrations for non-entity prototypes
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SyringeSpaceacillin: null
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SyringeSpaceacillin: null
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