// For linting purposes only! public MapPreview(Map map, ModData modData) { this.modData = modData; cache = modData.MapCache; Uid = map.Uid; Package = map.Package; var mapPlayers = new MapPlayers(map.PlayerDefinitions); var spawns = new List <CPos>(); foreach (var kv in map.ActorDefinitions.Where(d => d.Value.Value == "mpspawn")) { var s = new ActorReference(kv.Value.Value, kv.Value.ToDictionary()); spawns.Add(s.Get <LocationInit>().Value); } innerData = new InnerData { MapFormat = map.MapFormat, Title = map.Title, Categories = map.Categories, Author = map.Author, TileSet = map.Tileset, Players = mapPlayers, PlayerCount = mapPlayers.Players.Count(x => x.Value.Playable), SpawnPoints = spawns.ToArray(), GridType = map.Grid.Type, Bounds = map.Bounds, Preview = null, Status = MapStatus.Available, Class = MapClassification.Unknown, Visibility = map.Visibility, }; innerData.SetCustomRules(modData, this, new Dictionary <string, MiniYaml>() { { "Rules", map.RuleDefinitions }, { "Weapons", map.WeaponDefinitions }, { "Voices", map.VoiceDefinitions }, { "Music", map.MusicDefinitions }, { "Notifications", map.NotificationDefinitions }, { "Sequences", map.SequenceDefinitions }, { "ModelSequences", map.ModelSequenceDefinitions } }); }
public void UpdateFromMap(Map m, MapClassification classification) { Map = m; Title = m.Title; Type = m.Type; Type = m.Type; Author = m.Author; Bounds = m.Bounds; SpawnPoints = m.SpawnPoints.Value; CustomPreview = m.CustomPreview; Status = MapStatus.Available; Class = classification; var players = new MapPlayers(m.PlayerDefinitions).Players; PlayerCount = players.Count(x => x.Value.Playable); SuitableForInitialMap = EvaluateUserFriendliness(players); }
public void UpdateFromMap(Map m, MapClassification classification) { Map = m; Title = m.Title; Type = m.Type; Type = m.Type; Author = m.Author; Bounds = m.Bounds; SpawnPoints = m.SpawnPoints.Value; GridType = m.Grid.Type; CustomPreview = m.CustomPreview; Status = MapStatus.Available; Class = classification; var players = new MapPlayers(m.PlayerDefinitions).Players; PlayerCount = players.Count(x => x.Value.Playable); SuitableForInitialMap = EvaluateUserFriendliness(players); }