using System.Diagnostics.Contracts; using Robust.Client.Graphics; using Robust.Client.Map; using Robust.Client.ResourceManagement; using Robust.Shared.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Map; namespace Robust.Client.GameObjects; public sealed class MapSystem : SharedMapSystem { [Pure] internal override MapId GetNextMapId() { // Client-side map entities use negative map Ids to avoid conflict with server-side maps. var id = new MapId(LastMapId - 1); while (MapExists(id) || UsedIds.Contains(id)) { id = new MapId(id.Value - 1); } return id; } }