103 lines
3.1 KiB
C#
103 lines
3.1 KiB
C#
using System.Numerics;
|
|
using Content.Shared.GameTicking;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Map.Components;
|
|
|
|
namespace Content.Server.Tabletop
|
|
{
|
|
public sealed partial class TabletopSystem
|
|
{
|
|
/// <summary>
|
|
/// Separation between tabletops in the tabletop map.
|
|
/// </summary>
|
|
private const int TabletopSeparation = 100;
|
|
|
|
/// <summary>
|
|
/// Map where all tabletops reside.
|
|
/// </summary>
|
|
public MapId TabletopMap { get; private set; } = MapId.Nullspace;
|
|
|
|
/// <summary>
|
|
/// The number of tabletops created in the map.
|
|
/// Used for calculating the position of the next one.
|
|
/// </summary>
|
|
private int _tabletops = 0;
|
|
|
|
/// <summary>
|
|
/// Despite the name, this method is only used to subscribe to events.
|
|
/// </summary>
|
|
private void InitializeMap()
|
|
{
|
|
SubscribeLocalEvent<RoundRestartCleanupEvent>(OnRoundRestart);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the next available position for a tabletop, and increments the tabletop count.
|
|
/// </summary>
|
|
/// <returns></returns>
|
|
private Vector2 GetNextTabletopPosition()
|
|
{
|
|
return UlamSpiral(_tabletops++) * TabletopSeparation;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Ensures that the tabletop map exists. Creates it if it doesn't.
|
|
/// </summary>
|
|
private void EnsureTabletopMap()
|
|
{
|
|
if (TabletopMap != MapId.Nullspace && _map.MapExists(TabletopMap))
|
|
return;
|
|
|
|
var mapUid = _map.CreateMap(out var mapId);
|
|
TabletopMap = mapId;
|
|
_tabletops = 0;
|
|
|
|
var mapComp = Comp<MapComponent>(mapUid);
|
|
|
|
// Lighting is always disabled in tabletop world.
|
|
mapComp.LightingEnabled = false;
|
|
Dirty(mapUid, mapComp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Algorithm for mapping scalars to 2D positions in the same pattern as an Ulam Spiral.
|
|
/// </summary>
|
|
/// <param name="n">Scalar to map to a 2D position.</param>
|
|
/// <returns>The mapped 2D position for the scalar.</returns>
|
|
private Vector2i UlamSpiral(int n)
|
|
{
|
|
var k = (int)MathF.Ceiling(MathF.Sqrt(n) - 1) / 2;
|
|
var t = 2 * k + 1;
|
|
var m = (int)MathF.Pow(t, 2);
|
|
t--;
|
|
|
|
if (n >= m - t)
|
|
return new Vector2i(k - (m - n), -k);
|
|
|
|
m -= t;
|
|
|
|
if (n >= m - t)
|
|
return new Vector2i(-k, -k + (m - n));
|
|
|
|
m -= t;
|
|
|
|
if (n >= m - t)
|
|
return new Vector2i(-k + (m - n), k);
|
|
|
|
return new Vector2i(k, k - (m - n - t));
|
|
}
|
|
|
|
private void OnRoundRestart(RoundRestartCleanupEvent _)
|
|
{
|
|
if (TabletopMap == MapId.Nullspace || !_map.MapExists(TabletopMap))
|
|
return;
|
|
|
|
// This will usually *not* be the case, but better make sure.
|
|
_map.DeleteMap(TabletopMap);
|
|
|
|
// Reset tabletop count.
|
|
_tabletops = 0;
|
|
}
|
|
}
|
|
}
|