Cleanup
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@@ -108,8 +108,10 @@
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<ColumnDefinition Width="*" />
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</Grid.ColumnDefinitions>
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<Button Content="Fuel" Click="BindFuel_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="1" Content="Coolant" Click="BindCoolant_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="2" Content="Electric" Click="BindElectricity_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="1" Content="Coolant" Click="BindCoolant_Click"
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HorizontalAlignment="Stretch" />
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<Button Grid.Column="2" Content="Electric" Click="BindElectricity_Click"
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HorizontalAlignment="Stretch" />
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</Grid>
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<TextBlock Text="Rule Events" FontSize="16" FontWeight="SemiBold" Foreground="#F4F1E8" />
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@@ -120,7 +122,8 @@
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<ColumnDefinition Width="*" />
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</Grid.ColumnDefinitions>
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<Button Content="Warn Next Turn" Click="AddWarningRule_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="1" Content="Leak Next Turn" Click="AddLeakRule_Click" HorizontalAlignment="Stretch" />
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<Button Grid.Column="1" Content="Leak Next Turn" Click="AddLeakRule_Click"
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HorizontalAlignment="Stretch" />
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</Grid>
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<Button Content="Remove Last Rule" Click="RemoveLastRule_Click" HorizontalAlignment="Stretch" />
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@@ -139,4 +142,4 @@
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</ScrollViewer>
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</Grid>
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</Grid>
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</Window>
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</Window>
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@@ -334,7 +334,7 @@ public sealed partial class MainWindow
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private static Rect TilemapSourceRect(int wallMask)
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{
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var tilePosition = wallMask switch {
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c_BottomLeftCorner => new GridPosition(0, 0),
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c_BottomLeftCorner => new(0, 0),
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c_TopRightCorner | c_BottomRightCorner => new(1, 0),
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c_TopLeftCorner | c_BottomLeftCorner | c_BottomRightCorner => new(2, 0),
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c_BottomLeftCorner | c_BottomRightCorner => new(3, 0),
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@@ -1005,11 +1005,11 @@ public sealed partial class MainWindow
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private LevelState m_Level;
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private double m_PanX;
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private double m_PanY;
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private GridPosition? m_PendingDoorCell;
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private GridPosition? m_PendingElectricityLeakCell;
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private CanvasBitmap? m_RobotSprite;
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private GridPosition? m_SelectedCell;
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private int? m_SelectedReactorId = 1;
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private GridPosition? m_PendingDoorCell;
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private GridPosition? m_PendingElectricityLeakCell;
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private EditorToolCommand m_SelectedTool = new() { Tool = EEditorTool.Cursor };
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private CanvasBitmap? m_TerrainTilemap;
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private double m_Zoom = 1;
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