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.Prototypes;
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using Content.Server.Worldgen.Systems.GC;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Worldgen.Components.GC;
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/// <summary>
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/// This is used for whether or not a GCable object is "dirty". Firing GCDirtyEvent on the object is the correct way to
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/// set this up.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(GCQueueSystem))]
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public sealed class GCAbleObjectComponent : Component
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{
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/// <summary>
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/// Which queue to insert this object into when GCing
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/// </summary>
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[DataField("queue", required: true, customTypeSerializer: typeof(PrototypeIdSerializer<GCQueuePrototype>))]
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public string Queue = default!;
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}
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