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/WorldLoaderComponent.cs
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Content.Server/Worldgen/Components/WorldLoaderComponent.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 allowing some objects to load the game world.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(WorldControllerSystem))]
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public sealed class WorldLoaderComponent : Component
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{
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/// <summary>
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/// The radius in which the loader loads the world.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] [DataField("radius")]
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public int Radius = 128;
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}
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