# fix doors that are frozen in 'open' state # this may happen after people mess with the game by (incorrectly) teleporting units or items # a door may stick open if the map occupancy flags are wrong count = 0 df.world.buildings.all.each { |bld| # for all doors next if bld._rtti_classname != :building_doorst # check if it is open next if bld.close_timer == 0 # check if occupancy is set occ = df.map_occupancy_at(bld.x1, bld.y1, bld.z) if (occ.unit or occ.unit_grounded) and not # check if an unit is present df.world.units.active.find { |u| u.pos.x == bld.x1 and u.pos.y == bld.y1 and u.pos.z == bld.z } count += 1 occ.unit = occ.unit_grounded = false end if occ.item and not df.world.items.all.find { |i| i.pos.x == bld.x1 and i.pos.y == bld.y1 and i.pos.z == bld.z } count += 1 occ.item = false end } puts "unstuck #{count} doors"