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* Move MapManager queries to SharedMapSystem Moves all variants of FindGridsIntersecting/TryFindGridAt to SharedMapSystem Hollows out the MapManager methods and converts them into relays to SharedMapSystem * Move CreateGrid to SharedMapSystem Moves the functionality for CreateGrid and its variants to SharedMapSystem Hollows out the MapManager methods and converts them into relays for the SharedMapSystem methods Obsoletes them too Also moves over the GetAllMapGrids and GetAllGrids methods * Move RaiseOnTileChanged to SharedMapSystem Also moves the SuppressOnTileChanged flag member to SharedMapSystem Hollows out and obsoletes the MapManager versions * Move default value constants to SharedMapSystem * Converts map pausing events into LocalizedEntityCommands * Move MapManager related delegates/structs to SharedMapSystem Moves the GridCreationOptions struct to the same namespace as SharedMapSystem and converts it into a record struct Move the GridCallback delegates to the same namespace as SharedMapSystem * Move CullDeletionHistory to SharedMapSystem Well, that was less painful than I thought it would be * Actually obsolete the NetworkedMapManager method * Rename file * Doc comments for new SharedMapSystem methods * Doc comment * Doc comments * Fix access * Purge all references to IMapManagerInternal * Cull easy IMapManager references * The rest * Purge IMapManager * Private internal FindGridsIntersecting method * please die * 41 * notes --------- Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
71 lines
2.2 KiB
C#
71 lines
2.2 KiB
C#
using System;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Robust.Client.Placement
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{
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[NotContentImplementable]
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public interface IPlacementManager
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{
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void Initialize();
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bool IsActive { get; }
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bool Eraser { get; }
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/// <summary>
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/// Do we replace any existing entities with matching keys.
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/// </summary>
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bool Replacement { get; set; }
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PlacementMode? CurrentMode { get; set; }
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PlacementInformation? CurrentPermission { get; set; }
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IEntityManager EntityManager { get; }
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IEyeManager EyeManager { get; }
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/// <summary>
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/// The direction to spawn the entity in (presently exposed for EntitySpawnWindow UI)
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/// </summary>
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Direction Direction { get; set; }
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/// <summary>
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/// Whether a tile placement should be mirrored or not.
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/// </summary>
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bool Mirrored { get; set; }
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/// <summary>
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/// Gets called when Direction changed (presently for EntitySpawnWindow/TileSpawnWindow UI)
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/// </summary>
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event EventHandler DirectionChanged;
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/// <summary>
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/// Gets called when Mirrored changed (presently for TileSpawnWindow UI)
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/// </summary>
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event EventHandler MirroredChanged;
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/// <summary>
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/// Gets called when the PlacementManager changed its build/erase mode or when the hijacks changed
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/// </summary>
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event EventHandler PlacementChanged;
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void BeginPlacing(PlacementInformation info, PlacementHijack? hijack = null);
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void Clear();
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void ToggleEraser();
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void ToggleEraserHijacked(PlacementHijack hijack);
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void FrameUpdate(FrameEventArgs e);
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/// <summary>
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/// The name of the placement mode option to just use the default for the selected entity.
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/// </summary>
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const string DefaultModeName = "Default";
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/// <summary>
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/// An array of the names of all available placement modes.
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/// </summary>
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string[] AllModeNames { get; }
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}
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}
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