1using System.Collections.Generic;
27 public Dictionary<int, int>
roofCount =
new Dictionary<int, 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)
130 int key = point.sourceBlock.id * 1000 + point.
matBlock.id;
141 num4 += point.x + point.z * 256;
142 cell.fullWall =
false;
143 cell.lotWall =
false;
145 int num5 = (
mx -
x + pointMinX.z -
z) / 2;
146 int num6 = pointMaxX.x - pointMinX.x + pointMaxX.z - pointMinX.z + 1;
147 int num7 = (
mx -
x +
mz -
z) / 2 + 2;
148 int num8 = pointMinX.x + num5 - num7;
149 int num9 = pointMinX.z - num5 + num7;
151 for (
int i = 0; i < num6; i++)
156 for (
int j = 0; j < num7 + 1; j++)
169 if (cell2.
room ==
this)
171 cell2.fullWall =
true;
194 EClass._map.rooms.dirtyLots =
true;
216 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
override string ToString()
Dictionary< int, int > roofCount