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 partial 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; private set; } = default!;
///
/// The index of ranges in which to cut debris generation.
///
[DataField("ranges", required: true)]
public List Ranges { get; private set; } = default!;
}