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Updates the Field Item Editor to render layers based on the entire map, and the per-patch positioning of each layer. Import/export will gracefully handle upgrade/downgrade, and viewport import/export will gracefully update tiles rather than a per-acre basis. Performance has also been slightly improved; no allocation is done anymore when updating the image.
61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace NHSE.Core;
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public sealed class RoomManager
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{
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public readonly LayerRoomItem[] Layers;
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public readonly IPlayerRoom Room;
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/// <summary>
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/// <see cref="RoomLayerSurface"/>
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/// </summary>
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private const int LayerCount = 8;
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public RoomManager(IPlayerRoom room)
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{
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Layers = room.GetItemLayers();
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Room = room;
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Debug.Assert(Layers.Length == LayerCount);
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}
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public void Save() => Room.SetItemLayers(Layers);
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public bool IsOccupied(RoomLayerSurface layer, int x, int y)
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{
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if ((uint)layer >= LayerCount)
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throw new ArgumentOutOfRangeException(nameof(layer));
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var l = Layers[(int)layer];
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var tile = l.GetTile(x, y);
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return !tile.IsNone || (layer == RoomLayerSurface.FloorSupported && IsOccupied(RoomLayerSurface.Floor, x, y));
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}
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public List<string> GetUnsupportedTiles()
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{
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var lBase = Layers[(int)RoomLayerSurface.Floor];
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var lSupport = Layers[(int)RoomLayerSurface.FloorSupported];
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var result = new List<string>();
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var (width, height) = lBase.TileInfo.DimTotal;
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for (int x = 0; x < width; x++)
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{
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for (int y = 0; y < height; y++)
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{
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var tile = lSupport.GetTile(x, y);
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if (tile.IsNone)
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continue;
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var support = lBase.GetTile(x, y);
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if (!support.IsNone)
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continue; // dunno how to check if the tile can actually have an item put on top of it...
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result.Add($"{x:000},{y:000}");
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}
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}
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return result;
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}
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} |