Dynamic space world generation and debris. (#15120)
* World generation (squash) * Test fixes. * command * o * Access cleanup. * Documentation touchups. * Use a prototype serializer for BiomeSelectionComponent * Struct enumerator in SimpleFloorPlanPopulatorSystem * Safety margins around PoissonDiskSampler, cookie acquisition methodologies * Struct enumerating PoissonDiskSampler; internal side * Struct enumerating PoissonDiskSampler: Finish it * Update WorldgenConfigSystem.cs awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: 20kdc <asdd2808@gmail.com>
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using Content.Server.Worldgen.Systems.Debris;
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using Content.Shared.Maps;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Server.Worldgen.Components.Debris;
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/// <summary>
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/// This is used for constructing asteroid debris.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(BlobFloorPlanBuilderSystem))]
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public sealed class BlobFloorPlanBuilderComponent : Component
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{
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/// <summary>
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/// The probability that placing a floor tile will add up to three-four neighboring tiles as well.
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/// </summary>
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[DataField("blobDrawProb")] public float BlobDrawProb;
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/// <summary>
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/// The maximum radius for the structure.
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/// </summary>
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[DataField("radius", required: true)] public float Radius;
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/// <summary>
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/// The tiles to be used for the floor plan.
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/// </summary>
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[DataField("floorTileset", required: true,
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customTypeSerializer: typeof(PrototypeIdListSerializer<ContentTileDefinition>))]
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public List<string> FloorTileset { get; } = default!;
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/// <summary>
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/// The number of floor tiles to place when drawing the asteroid layout.
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/// </summary>
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[DataField("floorPlacements", required: true)]
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public int FloorPlacements { get; }
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}
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