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The in-game (F1) map and the Rust+ companion app / rustmaps.com use DIFFERENT
grid conventions: both anchor columns at the world's west edge, but
Rust+/RustMaps rows start exactly 100 game-units south of the world's north
edge (measured from RustMaps' own pre-rendered grid tiles across sizes
1500–4500), while the in-game map starts them at the edge itself. That's why
the render could never match both references at once.
Add a per-server MapGridStyle option (default: InGame) governing BOTH the
rendered #map grid and every event grid reference, so callouts read
consistently with whichever map the team uses:
- InGame — matches the F1 map; event callouts read like in-game grid refs.
- RustPlus — matches the companion app and rustmaps.com.
Plumbing:
- MapGridStyle enum + MapGrid.RowInset/LabelFor(style); MapRenderer.DrawGrid
anchors the lattice at (worldSize − inset).
- ServerMapSettings.GridStyle + MapGridStyle EF migration; MapLayerSettings
carries it; IMapSettingsStore.SetGridStyleAsync.
- #map control message gains a third row with the two style buttons (active
= Primary) and a help line explaining the difference; new
workspace:map:gridstyle:* component handled by MapComponentModule
(ManageGuild, reconcile + repaint like the layer toggles).
- Style threads through EventRelay/EventEmbedRenderer, PlayerEventRelay/
PlayerEventRenderer, and the !cargo/!heli/!chinook/!events handlers via
GridReference.From(x, y, dims, style).
- Localization: map.gridstyle.{ingame,rustplus,help} EN/FR.
Full suite green (17 projects, 916 tests, 1 skipped).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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