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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Content.Server/Worldgen/Components/WorldChunkComponent.cs
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Content.Server/Worldgen/Components/WorldChunkComponent.cs
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using Content.Server.Worldgen.Systems;
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namespace Content.Server.Worldgen.Components;
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/// <summary>
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/// This is used for marking an entity as being a world chunk.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(WorldControllerSystem))]
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public sealed class WorldChunkComponent : Component
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{
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/// <summary>
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/// The coordinates of the chunk, in chunk space.
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/// </summary>
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[DataField("coordinates")] public Vector2i Coordinates;
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/// <summary>
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/// The map this chunk belongs to.
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/// </summary>
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[DataField("map")] public EntityUid Map;
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}
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