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- 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;
- /// <summary>
- /// Prototype data for a game map.
- /// </summary>
- /// <remarks>
- /// 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.
- /// </remarks>
- [Prototype, PublicAPI]
- [DebuggerDisplay("GameMapPrototype [{ID} - {MapName}]")]
- public sealed partial class GameMapPrototype : IPrototype
- {
- /// <inheritdoc/>
- [IdDataField]
- public string ID { get; private set; } = default!;
- [DataField]
- public float MaxRandomOffset = 1000f;
- /// <summary>
- /// Turns out some of the map files are actually secretly grids. Excellent. I love map loading code.
- /// </summary>
- [DataField] public bool IsGrid;
- [DataField]
- public bool RandomRotation = true;
- /// <summary>
- /// Name of the map to use in generic messages, like the map vote.
- /// </summary>
- [DataField(required: true)]
- public string MapName { get; private set; } = default!;
- /// <summary>
- /// Relative directory path to the given map, i.e. `/Maps/saltern.yml`
- /// </summary>
- [DataField(required: true)]
- public ResPath MapPath { get; private set; } = default!;
- [DataField("stations", required: true)]
- private Dictionary<string, StationConfig> _stations = new();
- /// <summary>
- /// The stations this map contains. The names should match with the BecomesStation components.
- /// </summary>
- public IReadOnlyDictionary<string, StationConfig> Stations => _stations;
- /// <summary>
- /// Performs a shallow clone of this map prototype, replacing <c>MapPath</c> with the argument.
- /// </summary>
- public GameMapPrototype Persistence(ResPath mapPath)
- {
- return new()
- {
- ID = ID,
- MapName = MapName,
- MapPath = mapPath,
- _stations = _stations
- };
- }
- }
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