using Content.Server.Station;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
using System.Diagnostics;
using System.Numerics;
namespace Content.Server.Maps;
///
/// Prototype data for a game map.
///
///
/// Forks should not directly edit existing parts of this class.
/// Make a new partial for your fancy new feature, it'll save you time later.
///
[Prototype, PublicAPI]
[DebuggerDisplay("GameMapPrototype [{ID} - {MapName}]")]
public sealed partial class GameMapPrototype : IPrototype
{
///
[IdDataField]
public string ID { get; private set; } = default!;
[DataField]
public float MaxRandomOffset = 1000f;
///
/// Turns out some of the map files are actually secretly grids. Excellent. I love map loading code.
///
[DataField] public bool IsGrid;
[DataField]
public bool RandomRotation = true;
///
/// Name of the map to use in generic messages, like the map vote.
///
[DataField(required: true)]
public string MapName { get; private set; } = default!;
///
/// Relative directory path to the given map, i.e. `/Maps/saltern.yml`
///
[DataField(required: true)]
public ResPath MapPath { get; private set; } = default!;
///
/// If this map requires a specific preset
///
[DataField("fixedPreset")]
public string FixedPreset { get; private set; } = "Nomads";
[DataField("stations", required: true)]
private Dictionary _stations = new();
///
/// The stations this map contains. The names should match with the BecomesStation components.
///
public IReadOnlyDictionary Stations => _stations;
///
/// Performs a shallow clone of this map prototype, replacing MapPath with the argument.
///
public GameMapPrototype Persistence(ResPath mapPath)
{
return new()
{
ID = ID,
MapName = MapName,
MapPath = mapPath,
_stations = _stations
};
}
}