Files
RobustToolbox/Robust.Shared/Map/IMapManager.cs
2022-05-28 13:36:35 +02:00

214 lines
7.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Robust.Shared.Map
{
/// <summary>
/// This manages all of the grids in the world.
/// </summary>
public interface IMapManager
{
/// <summary>
/// A faster version of <see cref="GetAllGrids"/>
/// </summary>
GridEnumerator GetAllGridsEnumerator();
IEnumerable<IMapGrid> GetAllGrids();
/// <summary>
/// Should the OnTileChanged event be suppressed? This is useful for initially loading the map
/// so that you don't spam an event for each of the million station tiles.
/// </summary>
bool SuppressOnTileChanged { get; set; }
/// <summary>
/// Get the set of grids that have moved on this map in this tick.
/// </summary>
HashSet<IMapGrid> GetMovedGrids(MapId mapId);
/// <summary>
/// Clear the set of grids that have moved on this map in this tick.
/// </summary>
void ClearMovedGrids(MapId mapId);
/// <summary>
/// Starts up the map system.
/// </summary>
void Initialize();
void Shutdown();
void Startup();
void Restart();
/// <summary>
/// Creates a new map.
/// </summary>
/// <param name="mapId">
/// If provided, the new map will use this ID. If not provided, a new ID will be selected automatically.
/// </param>
/// <returns>The new map.</returns>
/// <exception cref="InvalidOperationException">
/// Throw if an explicit ID for the map or default grid is passed and a map or grid with the specified ID already exists, respectively.
/// </exception>
MapId CreateMap(MapId? mapId = null);
/// <summary>
/// Check whether a map with specified ID exists.
/// </summary>
/// <param name="mapId">The map ID to check existence of.</param>
/// <returns>True if the map exists, false otherwise.</returns>
bool MapExists(MapId mapId);
/// <summary>
/// Creates a new entity, then sets it as the map entity.
/// </summary>
/// <returns>Newly created entity.</returns>
EntityUid CreateNewMapEntity(MapId mapId);
/// <summary>
/// Sets the MapEntity(root node) for a given map. If an entity is already set, it will be deleted
/// before the new one is set.
/// </summary>
void SetMapEntity(MapId mapId, EntityUid newMapEntityId);
/// <summary>
/// Returns the map entity ID for a given map.
/// </summary>
EntityUid GetMapEntityId(MapId mapId);
/// <summary>
/// Replaces GetMapEntity()'s throw-on-failure semantics.
/// </summary>
EntityUid GetMapEntityIdOrThrow(MapId mapId);
IEnumerable<MapId> GetAllMapIds();
void DeleteMap(MapId mapId);
IMapGrid CreateGrid(MapId currentMapId, GridId? gridId = null, ushort chunkSize = 16);
IMapGrid GetGrid(GridId gridId);
IMapGrid GetGrid(EntityUid gridId);
bool TryGetGrid(GridId gridId, [NotNullWhen(true)] out IMapGrid? grid);
bool GridExists(GridId gridId);
IEnumerable<IMapGrid> GetAllMapGrids(MapId mapId);
/// <summary>
/// Attempts to find the map grid under the map location.
/// </summary>
/// <remarks>
/// This method will never return the map's default grid.
/// </remarks>
/// <param name="mapId">Map to search.</param>
/// <param name="worldPos">Location on the map to check for a grid.</param>
/// <param name="grid">Grid that was found, if any.</param>
/// <returns>Returns true when a grid was found under the location.</returns>
bool TryFindGridAt(MapId mapId, Vector2 worldPos, [NotNullWhen(true)] out IMapGrid? grid);
/// <summary>
/// Attempts to find the map grid under the map location.
/// </summary>
/// <remarks>
/// This method will never return the map's default grid.
/// </remarks>
/// <param name="mapCoordinates">Location on the map to check for a grid.</param>
/// <param name="grid">Grid that was found, if any.</param>
/// <returns>Returns true when a grid was found under the location.</returns>
bool TryFindGridAt(MapCoordinates mapCoordinates, [NotNullWhen(true)] out IMapGrid? grid);
void FindGridsIntersectingEnumerator(MapId mapId, Box2 worldAabb, out FindGridsEnumerator enumerator, bool approx = false);
/// <summary>
/// Returns the grids intersecting this AABB.
/// </summary>
/// <param name="mapId">The relevant MapID</param>
/// <param name="worldAabb">The AABB to intersect</param>
/// <param name="approx">Set to false if you wish to accurately get the grid bounds per-tile.</param>
/// <returns></returns>
IEnumerable<IMapGrid> FindGridsIntersecting(MapId mapId, Box2 worldAabb, bool approx = false);
/// <summary>
/// Returns the grids intersecting this AABB.
/// </summary>
/// <param name="mapId">The relevant MapID</param>
/// <param name="worldArea">The AABB to intersect</param>
/// <param name="approx">Set to false if you wish to accurately get the grid bounds per-tile.</param>
IEnumerable<IMapGrid> FindGridsIntersecting(MapId mapId, Box2Rotated worldArea, bool approx = false);
void DeleteGrid(GridId gridId);
/// <summary>
/// A tile is being modified.
/// </summary>
[Obsolete("Subscribe to TileChangedEvent on the event bus.")]
event EventHandler<TileChangedEventArgs> TileChanged;
[Obsolete("Subscribe to GridStartupEvent on the event bus.")]
event GridEventHandler OnGridCreated;
[Obsolete("Subscribe to GridRemovalEvent on the event bus.")]
event GridEventHandler OnGridRemoved;
/// <summary>
/// A Grid was modified.
/// </summary>
[Obsolete("Subscribe to GridModifiedEvent on the event bus.")]
event EventHandler<GridChangedEventArgs> GridChanged;
/// <summary>
/// A new map has been created.
/// </summary>
[Obsolete("Subscribe to MapChangedEvent on the event bus, and check if Created is true.")]
event EventHandler<MapEventArgs> MapCreated;
/// <summary>
/// An existing map has been destroyed.
/// </summary>
[Obsolete("Subscribe to MapChangedEvent on the event bus, and check if Destroyed is true.")]
event EventHandler<MapEventArgs> MapDestroyed;
bool HasMapEntity(MapId mapId);
bool IsGrid(EntityUid uid);
bool IsMap(EntityUid uid);
[Obsolete("Whatever this is used for, it is a terrible idea. Create a new map and get it's MapId.")]
MapId NextMapId();
EntityUid GetGridEuid(GridId id);
IMapGridComponent GetGridComp(GridId id);
IMapGridComponent GetGridComp(EntityUid euid);
bool TryGetGrid(EntityUid euid, [NotNullWhen(true)] out IMapGrid? grid);
bool GridExists(EntityUid euid);
//
// Pausing functions
//
void SetMapPaused(MapId mapId, bool paused);
void DoMapInitialize(MapId mapId);
void AddUninitializedMap(MapId mapId);
[Pure]
bool IsMapPaused(MapId mapId);
[Pure]
bool IsGridPaused(IMapGrid grid);
[Pure]
bool IsGridPaused(GridId gridId);
[Pure]
bool IsGridPaused(EntityUid gridId);
[Pure]
bool IsMapInitialized(MapId mapId);
}
}