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