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fix offset by ignoring tiles if there are entities in the blueprint
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@ -109,27 +109,26 @@ export class Blueprint extends EventEmitter {
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}
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}
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const positionData = [
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...(data.entities || []).map(entity => {
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const POG = FD.entities[entity.name].flags.includes('placeable_off_grid')
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const size = util.switchSizeBasedOnDirection(
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FD.entities[entity.name].size,
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entity.direction
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)
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return {
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x: POG ? Math.floor(entity.position.x) : entity.position.x,
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y: POG ? Math.floor(entity.position.y) : entity.position.y,
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w: size.x,
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h: size.y,
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}
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}),
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...(data.tiles || []).map(tile => ({
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x: tile.position.x + 0.5,
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y: tile.position.y + 0.5,
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w: 1,
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h: 1,
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})),
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]
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const positionData = data.entities
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? data.entities.map(entity => {
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const POG = FD.entities[entity.name].flags.includes('placeable_off_grid')
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const size = util.switchSizeBasedOnDirection(
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FD.entities[entity.name].size,
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entity.direction
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)
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return {
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x: POG ? Math.floor(entity.position.x) : entity.position.x,
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y: POG ? Math.floor(entity.position.y) : entity.position.y,
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w: size.x,
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h: size.y,
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}
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})
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: data.tiles.map(tile => ({
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x: tile.position.x + 0.5,
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y: tile.position.y + 0.5,
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w: 1,
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h: 1,
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}))
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const minX = positionData.reduce((min, d) => Math.min(min, d.x - d.w / 2), Infinity)
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const minY = positionData.reduce((min, d) => Math.min(min, d.y - d.h / 2), Infinity)
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const maxX = positionData.reduce((max, d) => Math.max(max, d.x + d.w / 2), -Infinity)
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