1using System.Collections.Generic;
27 public Dictionary<long, int>
roofCount =
new Dictionary<long, int>();
29 public bool HasRoof => lot.idRoofStyle != 0;
33 return uid.ToString() ??
"";
40 point.cell.room =
this;
57 for (
int num =
points.Count - 1; num >= 0; num--)
59 points[num].cell.room =
null;
62 EClass._map.rooms.dirtyLots =
true;
90 else if (point.
x >
mx)
98 else if (point.
z >
mz)
111 if (cell.
TopHeight >
mh && hasFullBlockOrWallOrFence)
115 if (hasFullBlockOrWallOrFence)
138 num4 += point.x + point.z * 256;
139 cell.fullWall =
false;
140 cell.lotWall =
false;
142 int num5 = (
mx -
x + pointMinX.z -
z) / 2;
143 int num6 = pointMaxX.x - pointMinX.x + pointMaxX.z - pointMinX.z + 1;
144 int num7 = (
mx -
x +
mz -
z) / 2 + 2;
145 int num8 = pointMinX.x + num5 - num7;
146 int num9 = pointMinX.z - num5 + num7;
148 for (
int i = 0; i < num6; i++)
153 for (
int j = 0; j < num7 + 1; j++)
166 if (cell2.
room ==
this)
168 cell2.fullWall =
true;
191 EClass._map.rooms.dirtyLots =
true;
213 EClass._map.rooms.dirtyRooms =
true;
BaseArea.AccessType accessType
void SetRandomName(int seed=-1)
bool HasFullBlockOrWallOrFence
SourceMaterial.Row matBlock
SourceBlock.Row sourceBlock
Dictionary< int, BaseArea > mapIDs
Dictionary< long, int > roofCount
override string ToString()