Diagrams

Overview

Visual diagrams illustrating the internal architecture and runtime behavior of CMAPUMODULE.


1. Map Visual Behavior

What the map module produces, how mapScale and mapResolution affect the result, and how tile coloring works via closest-room assignment (implicit Voronoi partition). The visual behavior SVG is the most important diagram for understanding the module.

Map Visual Behavior Map Visual Behavior


2. Build Pipeline

The tick-by-tick flow showing how ACMapSpawner drives UCMapMaker. The spawner waits for rooms to be built and actor readiness, then delegates to the maker. drawMap runs on an async thread and enqueues data. updateMap_sync dequeues on the game thread and builds the ISM hex grid. Once built, the spawner stops ticking.

Build Pipeline Build Pipeline


3. Hex Grid Generation

The detailed algorithm inside updateMap_sync that transforms the world room layout into a hexagonal tile grid with per-tile coloring.

Hex Grid Generation Hex Grid Generation


4. Class Architecture

Relationships between classes within CMAPUMODULE and its dependency on CCOREUMODULE. ACMapSpawner is the level actor that instantiates UCMapMaker. The maker builds the ISM hex grid using geometry utilities (FCTile) and room data (RoomUtility) from the core module.

Class Architecture Class Architecture