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BuildingIndex.cs
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82 lines (73 loc) · 1.87 KB
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// SPDX-License-Identifier: MIT
using System;
using System.Collections.Generic;
using Godot;
/// <summary>
/// Combines cell-based and GUID-based building indices.
/// Wraps the existing BuildingRegistry for cell lookups and
/// maintains a fast GUID map for id-based access.
/// </summary>
public class BuildingIndex
{
private readonly BuildingRegistry cellIndex = new BuildingRegistry();
private readonly Dictionary<Guid, Building> byGuid = new();
public void Add(Building b)
{
if (b == null) return;
this.cellIndex.Add(b);
this.RegisterGuid(b);
}
public void Remove(Building b)
{
if (b == null) return;
this.cellIndex.Remove(b);
this.UnregisterGuid(b);
}
public Building? GetAt(Vector2I cell)
{
return this.cellIndex.GetAt(cell);
}
public Building? GetByGuid(Guid id)
{
if (id == Guid.Empty)
{
return null;
}
if (this.byGuid.TryGetValue(id, out var b))
{
if (b != null && GodotObject.IsInstanceValid(b))
{
return b;
}
this.byGuid.Remove(id);
}
return null;
}
public void RegisterGuid(Building building)
{
if (building == null || string.IsNullOrEmpty(building.BuildingId))
{
return;
}
if (Guid.TryParse(building.BuildingId, out var guid))
{
this.byGuid[guid] = building;
}
}
public void UnregisterGuid(Building building)
{
if (building == null || string.IsNullOrEmpty(building.BuildingId))
{
return;
}
if (Guid.TryParse(building.BuildingId, out var guid))
{
this.byGuid.Remove(guid);
}
}
public void Clear()
{
this.byGuid.Clear();
this.cellIndex.Clear();
}
}