public static void Designer_Revert( NetState state, IEntity e, EncodedReader pvSrc )
        {
            Mobile from = state.Mobile;
            DesignContext context = DesignContext.Find( from );

            if ( context != null )
            {
                /* Client chose to revert design state to currently visible state
                 *  - Revert design state
                 *     - Construct a copy of the current visible state
                 *     - Freeze fixtures in constructed state
                 *     - Assign constructed state to foundation
                 *     - If a signpost is needed, add it
                 *  - Update revision
                 *  - Update client with new state
                 */

                // Revert design state : Construct a copy of the current visible state
                DesignState copyState = new DesignState( context.Foundation.CurrentState );

                // Revert design state : Freeze fixtures in constructed state
                copyState.FreezeFixtures();

                // Revert design state : Assign constructed state to foundation
                context.Foundation.DesignState = copyState;

                // Revert design state : If a signpost is needed, add it
                context.Foundation.CheckSignpost();

                // Update revision
                copyState.OnRevised();

                // Update client with new state
                context.Foundation.SendInfoTo( state );
                copyState.SendDetailedInfoTo( state );
            }
        }
        public static void Designer_Clear( NetState state, IEntity e, EncodedReader pvSrc )
        {
            Mobile from = state.Mobile;
            DesignContext context = DesignContext.Find( from );

            if ( context != null )
            {
                /* Client chose to clear the design
                 *  - Restore empty foundation
                 *     - Construct new design state from empty foundation
                 *     - Assign constructed state to foundation
                 *  - Update revision
                 *  - Update client with new state
                 */

                // Restore empty foundation : Construct new design state from empty foundation
                DesignState newDesign = new DesignState( context.Foundation, context.Foundation.GetEmptyFoundation() );

                // Restore empty foundation : Assign constructed state to foundation
                context.Foundation.DesignState = newDesign;

                // Update revision
                newDesign.OnRevised();

                // Update client with new state
                context.Foundation.SendInfoTo( state );
                newDesign.SendDetailedInfoTo( state );
            }
        }
        public static void Designer_Restore( NetState state, IEntity e, EncodedReader pvSrc )
        {
            Mobile from = state.Mobile;
            DesignContext context = DesignContext.Find( from );

            if ( context != null )
            {
                /* Client chose to restore design to the last backup state
                 *  - Restore backup
                 *     - Construct new design state from backup state
                 *     - Assign constructed state to foundation
                 *  - Update revision
                 *  - Update client with new state
                 */

                // Restore backup : Construct new design state from backup state
                DesignState backupDesign = new DesignState( context.Foundation.BackupState );

                // Restore backup : Assign constructed state to foundation
                context.Foundation.DesignState = backupDesign;

                // Update revision;
                backupDesign.OnRevised();

                // Update client with new state
                context.Foundation.SendInfoTo( state );
                backupDesign.SendDetailedInfoTo( state );
            }
        }
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        private static bool TryInsertIntoState(DesignState state, int itemID, int x, int y, int z)
        {
            MultiComponentList mcl = state.Components;

            if (x < mcl.Min.X || y < mcl.Min.Y || x > mcl.Max.X || y > mcl.Max.Y)
                return false;

            mcl.Add(itemID, x, y, z);
            state.OnRevised();

            return true;
        }