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GameMap

Struct GameMap 

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pub struct GameMap {
    pub set_id: String,
    pub step: f32,
    pub grid: Vec<Vec<i32>>,
    pub physics_static: Vec<i32>,
    pub respawns: IndexMap<String, Vec<[f32; 3]>>,
    /* private fields */
}
Expand description

Карта в мире: порт физической части src/server/parts/Map.js + масштабирование из RoundManager.createMap (scaleMapData).

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§set_id: String§step: f32

Размер тайла после масштабирования.

§grid: Vec<Vec<i32>>

Сетка тайлов (немасштабируемая) — источник нав-сетки ботов.

§physics_static: Vec<i32>§respawns: IndexMap<String, Vec<[f32; 3]>>

Респауны по командам (масштабированные) — [x, y, angle°].

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impl GameMap

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pub fn create( world: &mut PhysicsWorld, cfg: &MapConfig, default_scale: f32, default_set_id: &str, ) -> Self

Создаёт тела карты в мире. default_scale/default_set_id — значения конфига, перекрываемые полями самой карты.

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pub fn static_body_count(&self) -> usize

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pub fn dynamic_body_count(&self) -> usize

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pub fn destroy(&mut self, world: &mut PhysicsWorld)

Удаляет все тела карты из мира (Map.destroyMap).

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pub fn dynamic_map_data( &self, world: &PhysicsWorld, with_velocities: bool, ) -> Vec<(u8, Vec<FieldValue>)>

Краткие данные динамических элементов (Map.getDynamicMapData): индекс → [x, y, angle] (как поля строки блока), значения скруглены до 2 знаков.

При with_velocities движущееся тело отдаёт ещё и хвост [vx, vy, angvel] (кадр v4, optionalFrom в схеме блока): клиент предсказывает динамику карты рядом со своим танком, а оценка скорости конечной разностью между кадрами 30 Гц сильнее всего врёт именно в момент удара. Покоящееся тело хвост не шлёт.

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impl<'de> Deserialize<'de> for GameMap

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for GameMap

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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