Apc and light construction partial fix (#5030)
* Fix APC placement type * Fix wall tags. * Change wall light placement to match how it actually is now * Change spawn-entity wall light snap mode Separate commit so it can be nixed out for JREV * Default switch placement mode to SnapgridCenter
This commit is contained in:
@@ -53,6 +53,7 @@
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- !type:DoActsBehavior
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acts: ["Destruction"]
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placement:
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mode: SnapgridCenter
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snap:
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- Wallmount
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@@ -21,6 +21,7 @@
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- key: enum.SignalTransmitterUiKey.Key
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type: SignalPortSelectorBoundUserInterface
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placement:
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mode: SnapgridCenter
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snap:
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- Wallmount
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@@ -41,6 +42,7 @@
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outputs:
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- name: pressed
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placement:
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mode: SnapgridCenter
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snap:
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- Wallmount
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@@ -65,5 +67,6 @@
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- type: ApcNetworkConnection
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- type: ApcNetSwitch
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placement:
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mode: SnapgridCenter
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snap:
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- Wallmount
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@@ -5,6 +5,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/brick.rsi
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@@ -34,6 +35,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/clock.rsi
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@@ -63,6 +65,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/clown.rsi
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@@ -93,6 +96,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/cult.rsi
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@@ -123,6 +127,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- Debug
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- RCDDeconstructWhitelist
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- type: Sprite
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@@ -153,6 +158,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/diamond.rsi
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@@ -182,6 +188,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/gold.rsi
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@@ -211,6 +218,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/ice.rsi
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@@ -240,6 +248,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/metal.rsi
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@@ -269,6 +278,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/plasma.rsi
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@@ -298,6 +308,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/plastic.rsi
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@@ -359,6 +370,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/riveted.rsi
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@@ -388,6 +400,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/sandstone.rsi
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@@ -417,6 +430,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/silver.rsi
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@@ -446,6 +460,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/solid.rsi
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@@ -506,6 +521,7 @@
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components:
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- type: Tag
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tags:
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- Wall
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- RCDDeconstructWhitelist
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- type: Sprite
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sprite: Structures/Walls/wood.rsi
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@@ -10,11 +10,13 @@
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sprite: Structures/Wallmounts/Lighting/light_tube.rsi
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state: off
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objectType: Structure
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placementMode: WallmountLight
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placementMode: SnapgridCenter
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canRotate: true
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canBuildInImpassable: true
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canBuildInImpassable: false
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conditions:
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- !type:WallmountCondition {}
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# Need an *additional* condition here that forces there to be a wall in the opposite direction to the one used for placement.
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# Also see below. Didn't add it b/c construction ECS work going on. Cheers, - 20kdc
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- !type:TileNotBlocked {}
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- type: construction
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name: small wall light
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@@ -28,11 +30,12 @@
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sprite: Structures/Wallmounts/Lighting/light_small.rsi
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state: off
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objectType: Structure
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placementMode: WallmountLight
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placementMode: SnapgridCenter
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canRotate: true
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canBuildInImpassable: true
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canBuildInImpassable: false
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conditions:
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- !type:WallmountCondition {}
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# Same here. - 20kdc
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- !type:TileNotBlocked {}
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- type: construction
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name: light switch
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@@ -10,7 +10,7 @@
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sprite: Structures/Power/apc.rsi
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state: apc0
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objectType: Structure
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placementMode: AlignWallProper
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placementMode: SnapgridCenter
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canBuildInImpassable: true
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- type: construction
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