baseline: OpenMU upstream b5a0961 (fresh source)
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src/GameLogic/IMapInitializer.cs
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59
src/GameLogic/IMapInitializer.cs
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// <copyright file="IMapInitializer.cs" company="MUnique">
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// Licensed under the MIT License. See LICENSE file in the project root for full license information.
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// </copyright>
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namespace MUnique.OpenMU.GameLogic;
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using MUnique.OpenMU.GameLogic.NPC;
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/// <summary>
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/// An interface for a map initializer which is responsible to create new instances of <see cref="GameMap"/>s
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/// and it's initialization.
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/// </summary>
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public interface IMapInitializer
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{
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/// <summary>
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/// Creates a new game map instance of the specified game map number.
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/// </summary>
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/// <param name="mapNumber">The map number.</param>
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/// <returns>The new game map instance.</returns>
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GameMap? CreateGameMap(ushort mapNumber);
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/// <summary>
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/// Creates a new game map instance with the specified definition.
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/// </summary>
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/// <param name="mapDefinition">The map definition.</param>
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/// <returns>The new game map instance.</returns>
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GameMap CreateGameMap(GameMapDefinition mapDefinition);
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/// <summary>
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/// Initializes the state of the previously created game map (e.g. by creating NPC instances).
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/// </summary>
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/// <param name="createdMap">The created map.</param>
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ValueTask InitializeStateAsync(GameMap createdMap);
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/// <summary>
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/// Initializes the spawn on the map.
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/// </summary>
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/// <param name="spawnIndex">The spawn index.</param>
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/// <param name="gameMap">The game map on which the spawn should be initialized.</param>
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/// <param name="spawnArea">The spawn area.</param>
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/// <param name="eventStateProvider">The event state provider.</param>
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/// <param name="dropGenerator">The drop generator.</param>
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ValueTask<NonPlayerCharacter?> InitializeSpawnAsync(int spawnIndex, GameMap gameMap, MonsterSpawnArea spawnArea, IEventStateProvider? eventStateProvider = null, IDropGenerator? dropGenerator = null);
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/// <summary>
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/// Initializes the event NPCs of the previously created game map.
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/// </summary>
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/// <param name="createdMap">The created map.</param>
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/// <param name="eventStateProvider">The event state provider.</param>
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ValueTask InitializeNpcsOnEventStartAsync(GameMap createdMap, IEventStateProvider eventStateProvider);
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/// <summary>
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/// Initializes the event NPCs of the previously created game map after the spawn waves started.
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/// </summary>
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/// <param name="createdMap">The created map.</param>
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/// <param name="eventStateProvider">The event state provider.</param>
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/// <param name="waveNumber">The number of the started spawn wave.</param>
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ValueTask InitializeNpcsOnWaveStartAsync(GameMap createdMap, IEventStateProvider eventStateProvider, byte waveNumber);
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}
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