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>
This commit is contained in:
@@ -0,0 +1,25 @@
|
||||
using Content.Server.Worldgen.Systems;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||
|
||||
namespace Content.Server.Worldgen.Components;
|
||||
|
||||
/// <summary>
|
||||
/// This is used for controlling overall world loading, containing an index of all chunks in the map.
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[Access(typeof(WorldControllerSystem))]
|
||||
public sealed class WorldControllerComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The prototype to use for chunks on this world map.
|
||||
/// </summary>
|
||||
[DataField("chunkProto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
|
||||
public string ChunkProto = "WorldChunk";
|
||||
|
||||
/// <summary>
|
||||
/// An index of chunks owned by the controller.
|
||||
/// </summary>
|
||||
[DataField("chunks")] public Dictionary<Vector2i, EntityUid> Chunks = new();
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user