111 lines
3.4 KiB
C#
111 lines
3.4 KiB
C#
using ECommons.SplatoonAPI;
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using Pal.Client.Rendering;
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using Pal.Common;
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using Palace;
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using System.Text.Json.Serialization;
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namespace Pal.Client
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{
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internal class Marker
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{
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public EType Type { get; set; } = EType.Unknown;
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public Vector3 Position { get; set; }
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/// <summary>
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/// Whether we have encountered the trap/coffer at this location in-game.
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/// </summary>
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public bool Seen { get; set; }
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/// <summary>
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/// Network id for the server you're currently connected to.
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/// </summary>
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[JsonIgnore]
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public Guid? NetworkId { get; set; }
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/// <summary>
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/// For markers that the server you're connected to doesn't know: Whether this was requested to be uploaded, to avoid duplicate requests.
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/// </summary>
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[JsonIgnore]
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public bool UploadRequested { get; set; }
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/// <summary>
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/// Which account ids this marker was seen. This is a list merely to support different remote endpoints
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/// (where each server would assign you a different id).
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/// </summary>
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public List<string> RemoteSeenOn { get; set; } = new();
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/// <summary>
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/// Whether this marker was requested to be seen, to avoid duplicate requests.
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/// </summary>
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[JsonIgnore]
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public bool RemoteSeenRequested { get; set; }
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/// <summary>
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/// To keep track of which markers were imported through a downloaded file, we save the associated import-id.
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///
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/// Importing another file for the same remote server will remove the old import-id, and add the new import-id here.
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/// </summary>
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public List<Guid> Imports { get; set; } = new();
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public bool WasImported { get; set; }
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/// <summary>
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/// To make rollbacks of local data easier, keep track of the version which was used to write the marker initially.
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/// </summary>
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public string? SinceVersion { get; set; }
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[JsonIgnore]
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public IRenderElement? RenderElement { get; set; }
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public Marker(EType type, Vector3 position, Guid? networkId = null)
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{
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Type = type;
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Position = position;
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NetworkId = networkId;
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}
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public override int GetHashCode()
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{
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return HashCode.Combine(Type, PalaceMath.GetHashCode(Position));
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}
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public override bool Equals(object? obj)
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{
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return obj is Marker otherMarker && Type == otherMarker.Type && PalaceMath.IsNearlySamePosition(Position, otherMarker.Position);
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}
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public static bool operator ==(Marker? a, object? b)
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{
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return Equals(a, b);
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}
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public static bool operator !=(Marker? a, object? b)
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{
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return !Equals(a, b);
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}
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public bool IsPermanent() => Type == EType.Trap || Type == EType.Hoard;
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public enum EType
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{
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Unknown = ObjectType.Unknown,
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#region Permanent Markers
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Trap = ObjectType.Trap,
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Hoard = ObjectType.Hoard,
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[Obsolete]
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Debug = 3,
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#endregion
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# region Markers that only show up if they're currently visible
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SilverCoffer = 100,
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#endregion
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}
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}
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}
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