using System.Numerics; using Content.Server.Worldgen.Prototypes; using Content.Server.Worldgen.Systems.Carvers; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype; namespace Content.Server.Worldgen.Components.Carvers; /// /// This is used for carving out empty space in the game world, providing byways through the debris field. /// [RegisterComponent] [Access(typeof(NoiseRangeCarverSystem))] public sealed class NoiseRangeCarverComponent : Component { /// /// The noise channel to use as a density controller. /// /// This noise channel should be mapped to exactly the range [0, 1] unless you want a lot of warnings in the log. [DataField("noiseChannel", customTypeSerializer: typeof(PrototypeIdSerializer))] public string NoiseChannel { get; } = default!; /// /// The index of ranges in which to cut debris generation. /// [DataField("ranges", required: true)] public List Ranges { get; } = default!; }