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https://github.com/space-wizards/RobustToolbox.git
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53 lines
2.1 KiB
C#
53 lines
2.1 KiB
C#
using System.Collections.Generic;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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namespace Robust.Shared.Map
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{
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internal interface IMapGridInternal : IMapGrid
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{
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GameTick LastModifiedTick { get; }
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GameTick CurTick { get; }
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Box2 LocalBounds { get; }
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/// <summary>
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/// The total number of chunks contained on this grid.
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/// </summary>
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int ChunkCount { get; }
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void NotifyTileChanged(in TileRef tileRef, in Tile oldTile);
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/// <summary>
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/// Regenerates anything that is based on chunk collision data.
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/// This wouldn't even be separate if not for the whole "ability to suppress automatic collision regeneration" thing.
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/// As it is, YamlGridSerializer performs manual collision regeneration and that wasn't properly getting propagated to the grid. Thus, this needs to exist.
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/// </summary>
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void NotifyChunkCollisionRegenerated();
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/// <summary>
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/// Returns the chunk at the given indices. If the chunk does not exist,
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/// then a new one is generated that is filled with empty space.
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/// </summary>
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/// <param name="xIndex">The X index of the chunk in this grid.</param>
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/// <param name="yIndex">The Y index of the chunk in this grid.</param>
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/// <returns>The existing or new chunk.</returns>
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IMapChunkInternal GetChunk(int xIndex, int yIndex);
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/// <summary>
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/// Returns the chunk at the given indices. If the chunk does not exist,
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/// then a new one is generated that is filled with empty space.
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/// </summary>
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/// <param name="chunkIndices">The indices of the chunk in this grid.</param>
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/// <returns>The existing or new chunk.</returns>
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IMapChunkInternal GetChunk(Vector2i chunkIndices);
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/// <summary>
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/// Returns all chunks in this grid. This will not generate new chunks.
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/// </summary>
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/// <returns>All chunks in the grid.</returns>
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IReadOnlyDictionary<Vector2i, IMapChunkInternal> GetMapChunks();
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}
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}
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