Update wire protocol to version 5, introducing pupil slots and item counts in map snapshots. Enhance UI components to display pupil slots and item counts in game screens and map editors. Revise localization strings for improved user guidance. Update tests to validate new functionalities and ensure robustness in handling room and item data.
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This commit is contained in:
Leonid Pershin
2026-08-18 17:21:16 +03:00
parent f000b128f6
commit 38afbcad36
26 changed files with 349 additions and 64 deletions
+38 -8
View File
@@ -21,11 +21,17 @@ public sealed class MapViewNode
public required string Name { get; init; }
public IReadOnlyList<string> Items { get; init; } = [];
public IReadOnlyList<MapViewItem> Items { get; init; } = [];
/// <summary>Sum of <c>ThingDef.PupilSlots × fill count</c> for this node. Zero off rooms.</summary>
public int PupilSlots { get; init; }
public IReadOnlyList<string> Positions { get; init; } = [];
}
/// <summary>One stacked thing in a room. The client formats <c>Парта ×16</c>; this is the data.</summary>
public sealed record MapViewItem(string Name, int Count);
/// <summary>
/// Builds the location tree the client draws. Labels come from the frozen catalog in the
/// requested locale; people and in-place activities are not part of this view.
@@ -47,6 +53,7 @@ public static class MapView
parentId: string.Empty,
LabelOf(catalog, locale, DefKind.Territory, territory.Def),
items: [],
pupilSlots: 0,
PositionsOf(catalog, locale, DefKind.Territory, territory.Def)),
};
@@ -58,6 +65,7 @@ public static class MapView
territory.Id,
LabelOf(catalog, locale, DefKind.Building, building.Def),
[],
pupilSlots: 0,
PositionsOf(catalog, locale, DefKind.Building, building.Def)));
}
@@ -69,23 +77,20 @@ public static class MapView
floor.Building,
FloorName(catalog, locale, floor),
[],
pupilSlots: 0,
PositionsOf(catalog, locale, DefKind.Floor, floor.Def)));
}
foreach (var room in map.Rooms)
{
var items = new List<string>(room.Slots.Count);
foreach (var fill in room.Slots)
{
items.Add(LabelOf(catalog, locale, DefKind.Thing, fill.Thing));
}
var (items, pupilSlots) = RoomContents(catalog, locale, room);
nodes.Add(Node(
MapNodeKind.Room,
room.Id,
room.Floor,
RoomName(catalog, locale, room),
items,
pupilSlots,
PositionsOf(catalog, locale, DefKind.Room, room.Def)));
}
@@ -97,7 +102,8 @@ public static class MapView
string id,
string parentId,
string name,
IReadOnlyList<string> items,
IReadOnlyList<MapViewItem> items,
int pupilSlots,
IReadOnlyList<string> positions) =>
new()
{
@@ -106,9 +112,33 @@ public static class MapView
ParentId = parentId,
Name = name,
Items = items,
PupilSlots = pupilSlots,
Positions = positions,
};
private static (IReadOnlyList<MapViewItem> Items, int PupilSlots) RoomContents(
DefCatalog catalog,
string locale,
RoomNode room)
{
var items = new List<MapViewItem>(room.Slots.Count);
var pupilSlots = 0L;
foreach (var fill in room.Slots)
{
var count = SlotQuantity(fill.Count);
items.Add(new MapViewItem(LabelOf(catalog, locale, DefKind.Thing, fill.Thing), count));
if (catalog.Things.TryGetValue(fill.Thing, out var thing) && thing.PupilSlots > 0)
{
pupilSlots += (long)thing.PupilSlots * count;
}
}
return (items, (int)Math.Clamp(pupilSlots, 0, ushort.MaxValue));
}
private static int SlotQuantity(int count) =>
count < 1 ? 1 : Math.Min(count, byte.MaxValue);
/// <summary>
/// A floor's <see cref="FloorNode.Label"/> is its designation, not a replacement name — the
/// vanilla map says "1". On its own that is a stray digit in the client's tree, so it follows