40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Power;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedPowerMonitoringConsoleSystem))]
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public sealed partial class PowerMonitoringCableNetworksComponent : Component
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{
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/// <summary>
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/// A dictionary of the all the nav map chunks that contain anchored power cables
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public Dictionary<Vector2i, PowerCableChunk> AllChunks = new();
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/// <summary>
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/// A dictionary of the all the nav map chunks that contain anchored power cables
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/// that are directly connected to the console's current focus
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public Dictionary<Vector2i, PowerCableChunk> FocusChunks = new();
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}
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[Serializable, NetSerializable]
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public struct PowerCableChunk
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{
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public readonly Vector2i Origin;
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/// <summary>
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/// Bitmask dictionary for power cables, 1 for occupied and 0 for empty.
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/// </summary>
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public int[] PowerCableData;
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public PowerCableChunk(Vector2i origin)
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{
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Origin = origin;
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PowerCableData = new int[Enum.GetNames(typeof(CableType)).Length];
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}
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}
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