Radar: nearby_objects every second and dungeon_map per dungeon landblock
start_radar/stop_radar from the backend drive it, as before. nearby_objects keeps the original's shape: map coordinates on the surface, landblock-local raw positions with zero map coordinates in a dungeon, ids as signed ints, the same eight object classes, no wielded items or self. dungeon_map is built the original's way from the landblock's cells (x a multiple of 10, whole metres, 6-metre floors, rotation = the orientation's stored W) and sent once per landblock per session; the cells come through a small reader that the plugin API's dungeon-cell data will fill (until then the map is not sent). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@ -36,5 +36,16 @@ internal static class FeatureCatalog
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session.AddConnectionListener(sharing);
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session.AddShareHandler(sharing);
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features.Add(new Sharing.VitalSharingOverlay(context, sharing));
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// The radar the backend turns on and off.
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var radar = new Radar.RadarStream(context, cells: null);
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features.Add(radar);
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session.RadarToggle = on =>
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{
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if (on)
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radar.Start();
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else
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radar.Stop();
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};
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}
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}
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