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