using GlobalClassLib; namespace FNAF_Server.Map; public static class MapManager { private static MapTile[,] map = new MapTile[5, 5]; public static MapTile Get((int x, int y) coords) => map[coords.x, coords.y]; public static MapTile Get(int tileId) => Get(IdToCoords(tileId)); private static Dictionary<(int x1, int y1), (int x2, int y2, int value, ConnectorType type)[]> halfConnectors = new(){ [(0, 0)] =[(1, 0, 1, ConnectorType.HALL), (0, 1, 1, ConnectorType.DOOR_REMOTE)], [(1, 0)] =[(2, 0, 1, ConnectorType.DOOR_OFFICE), (1, 1, 1, ConnectorType.DOOR_REMOTE)], [(3, 0)] =[(2, 0, 1, ConnectorType.DOOR_OFFICE), (4, 0, 1, ConnectorType.HALL), (3, 1, 1, ConnectorType.DOOR_REMOTE)], [(4, 0)] =[(4, 1, 1, ConnectorType.DOOR_REMOTE)], [(0, 1)] =[(1, 1, 1, ConnectorType.HALL)], [(1, 1)] =[(1, 2, 1, ConnectorType.DOOR_REMOTE)], [(2, 1)] =[(2, 2, 1, ConnectorType.HALL), (2, 0, 1, ConnectorType.DOOR_OFFICE)], [(3, 1)] =[(3, 2, 1, ConnectorType.DOOR_REMOTE), (4, 1, 1, ConnectorType.HALL)] }; private static Dictionary<(int x1, int y1), (int x2, int y2, int value)[]> mainHallwayConnectors = new(){ [(0,2)] = [(1,2,1)], [(1,2)] = [(2,2,1)], [(2,2)] = [(3,2,1)], [(3,2)] = [(4,2,1)] }; public static void InitMap() { // TODO: make map size not hardcoded for (int i = 0; i < 5; i++){ for (int j = 0; j < 2; j++){ map[i, j] = new MapTile(CoordsToId(i, j), null); // TODO: implement ownership } map[i, 2] = new MapTile(CoordsToId(i, 2), null); for (int j = 3; j < 5; j++){ map[i, j] = new MapTile(CoordsToId(i, j), null); } } foreach (var con in mainHallwayConnectors){ map[con.Key.x1, con.Key.y1].AddConnectors(con.Value.Select(c => new TileConnector(map[c.x2, c.y2], ConnectorType.HALL, c.value)).ToArray()); } foreach (var con in halfConnectors){ map[con.Key.x1, con.Key.y1].AddConnectors(con.Value.Select(c => new TileConnector(map[c.x2, c.y2], c.type, c.value)).ToArray()); } foreach (var con in halfConnectors){ map[4 - con.Key.x1, 4 - con.Key.y1].AddConnectors(con.Value.Select(c => new TileConnector(map[4 - c.x2, 4 - c.y2], c.type, c.value)).ToArray()); } } public static TileConnector[] GetAllConnectors() { List connectors = new(); for (int i = 0; i < 5; i++){ for (int j = 0; j < 5; j++){ MapTile tile = map[i, j]; Array.ForEach(tile.GetAllConnectors(), c => { if(tile.Id < c.OtherTile(tile).Id) connectors.Add(c); }); } } return connectors.ToArray(); } public const int ID_X_OFFSET = 5; // map grid height public static int CoordsToId(int x, int y) => x * ID_X_OFFSET + y; public static (int, int) IdToCoords(int id) => (id / ID_X_OFFSET, id % ID_X_OFFSET); }