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.Server.Worldgen.Tools;
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using Content.Shared.Storage;
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namespace Content.Server.Worldgen.Components.Debris;
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/// <summary>
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/// This is used for a very simple debris selection for simple biomes. Just uses a spawn table.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(DebrisFeaturePlacerSystem))]
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public sealed class SimpleDebrisSelectorComponent : Component
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{
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private EntitySpawnCollectionCache? _cache;
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/// <summary>
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/// The prototype-facing debris table entries.
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/// </summary>
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[DataField("debrisTable", required: true)]
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private List<EntitySpawnEntry> _entries = default!;
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/// <summary>
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/// The debris entity spawn collection.
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/// </summary>
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public EntitySpawnCollectionCache CachedDebrisTable
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{
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get
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{
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_cache ??= new EntitySpawnCollectionCache(_entries);
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return _cache;
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}
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}
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}
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