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@ -1,7 +1,7 @@
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# fix doors that are frozen in 'open' state
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# fix doors that are frozen in 'open' state
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# door is stuck in open state if the map occupancy flag incorrectly indicates
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# this may happen after people mess with the game by (incorrectly) teleporting units or items
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# that an unit is present (and creatures will prone to pass through)
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# a door may stick open if the map occupancy flags are wrong
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count = 0
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count = 0
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df.world.buildings.all.each { |bld|
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df.world.buildings.all.each { |bld|
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@ -11,10 +11,15 @@ df.world.buildings.all.each { |bld|
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next if bld.close_timer == 0
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next if bld.close_timer == 0
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# check if occupancy is set
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# check if occupancy is set
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occ = df.map_occupancy_at(bld.x1, bld.y1, bld.z)
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occ = df.map_occupancy_at(bld.x1, bld.y1, bld.z)
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next if not occ.unit
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if (occ.unit or occ.unit_grounded) and not
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# check if an unit is present
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# check if an unit is present
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next if df.world.units.active.find { |u| u.pos.x == bld.x1 and u.pos.y == bld.y1 and u.pos.z == bld.z }
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df.world.units.active.find { |u| u.pos.x == bld.x1 and u.pos.y == bld.y1 and u.pos.z == bld.z }
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count += 1
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count += 1
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occ.unit = false
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occ.unit = occ.unit_grounded = false
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end
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if occ.item and not df.world.items.all.find { |i| i.pos.x == bld.x1 and i.pos.y == bld.y1 and u.pos.z == bld.z }
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count += 1
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occ.item = false
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end
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}
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}
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puts "unstuck #{count} doors"
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puts "unstuck #{count} doors"
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