using System.Linq; using Content.Shared.Atmos; using Robust.Shared.GameStates; using Robust.Shared.Serialization; using Robust.Shared.Timing; namespace Content.Shared.Pinpointer; /// /// Used to store grid data to be used for UIs. /// [RegisterComponent, NetworkedComponent] public sealed partial class NavMapComponent : Component { /* * Don't need DataFields as this can be reconstructed */ /// /// Bitmasks that represent chunked tiles. /// [ViewVariables] public Dictionary Chunks = new(); /// /// List of station beacons. /// [ViewVariables] public Dictionary Beacons = new(); } [Serializable, NetSerializable] public sealed class NavMapChunk(Vector2i origin) { /// /// The chunk origin /// [ViewVariables] public readonly Vector2i Origin = origin; /// /// Array containing the chunk's data. The /// [ViewVariables] public int[] TileData = new int[SharedNavMapSystem.ArraySize]; /// /// The last game tick that the chunk was updated /// [NonSerialized] public GameTick LastUpdate; } public enum NavMapChunkType : byte { // Values represent bit shift offsets when retrieving data in the tile array. Invalid = byte.MaxValue, Floor = 0, // I believe floors have directional information for diagonal tiles? Wall = SharedNavMapSystem.Directions, Airlock = 2 * SharedNavMapSystem.Directions, }