Revert biome rework (#38724)
* Revert "Fix world generation (#38713)" This reverts commit10fa6ff4af. * Revert "Biome rework (#37735)" This reverts commitfe7b96147c.
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87
Content.Shared/Parallax/Biomes/BiomeComponent.cs
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87
Content.Shared/Parallax/Biomes/BiomeComponent.cs
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using Content.Shared.Parallax.Biomes.Layers;
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using Content.Shared.Parallax.Biomes.Markers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Noise;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Shared.Parallax.Biomes;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedBiomeSystem))]
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public sealed partial class BiomeComponent : Component
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{
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/// <summary>
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/// Do we load / deload.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite), Access(Other = AccessPermissions.ReadWriteExecute)]
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public bool Enabled = true;
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[ViewVariables(VVAccess.ReadWrite), DataField("seed")]
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[AutoNetworkedField]
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public int Seed = -1;
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/// <summary>
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/// The underlying entity, decal, and tile layers for the biome.
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/// </summary>
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[DataField("layers")]
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[AutoNetworkedField]
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public List<IBiomeLayer> Layers = new();
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/// <summary>
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/// Templates to use for <see cref="Layers"/>.
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/// If this is set on mapinit, it will fill out layers automatically.
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/// If not set, use <c>BiomeSystem</c> to do it.
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/// Prototype reloading will also use this.
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/// </summary>
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[DataField]
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public ProtoId<BiomeTemplatePrototype>? Template;
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/// <summary>
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/// If we've already generated a tile and couldn't deload it then we won't ever reload it in future.
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/// Stored by [Chunkorigin, Tiles]
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/// </summary>
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[DataField("modifiedTiles")]
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public Dictionary<Vector2i, HashSet<Vector2i>> ModifiedTiles = new();
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/// <summary>
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/// Decals that have been loaded as a part of this biome.
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/// </summary>
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[DataField("decals")]
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public Dictionary<Vector2i, Dictionary<uint, Vector2i>> LoadedDecals = new();
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[DataField("entities")]
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public Dictionary<Vector2i, Dictionary<EntityUid, Vector2i>> LoadedEntities = new();
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/// <summary>
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/// Currently active chunks
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/// </summary>
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[DataField("loadedChunks")]
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public HashSet<Vector2i> LoadedChunks = new();
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#region Markers
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/// <summary>
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/// Work out entire marker tiles in advance but only load the entities when in range.
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/// </summary>
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[DataField("pendingMarkers")]
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public Dictionary<Vector2i, Dictionary<string, List<Vector2i>>> PendingMarkers = new();
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/// <summary>
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/// Track what markers we've loaded already to avoid double-loading.
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/// </summary>
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[DataField("loadedMarkers", customTypeSerializer:typeof(PrototypeIdDictionarySerializer<HashSet<Vector2i>, BiomeMarkerLayerPrototype>))]
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public Dictionary<string, HashSet<Vector2i>> LoadedMarkers = new();
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[DataField]
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public HashSet<ProtoId<BiomeMarkerLayerPrototype>> MarkerLayers = new();
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/// <summary>
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/// One-tick forcing of marker layers to bulldoze any entities in the way.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<BiomeMarkerLayerPrototype>> ForcedMarkerLayers = new();
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#endregion
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}
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