Files
tbd-station-14/Content.Shared/Parallax/Biomes/BiomeComponent.cs
2023-02-24 13:23:04 +11:00

40 lines
1.4 KiB
C#

using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Parallax.Biomes;
[RegisterComponent, NetworkedComponent]
public sealed class BiomeComponent : Component
{
[ViewVariables(VVAccess.ReadWrite), DataField("seed")]
public int Seed;
[ViewVariables(VVAccess.ReadWrite),
DataField("prototype", customTypeSerializer: typeof(PrototypeIdSerializer<BiomePrototype>))]
public string BiomePrototype = "Grasslands";
// TODO: Need to flag tiles as not requiring custom data anymore, e.g. if we spawn an ent and don't unspawn it.
/// <summary>
/// If we've already generated a tile and couldn't deload it then we won't ever reload it in future.
/// Stored by [Chunkorigin, Tiles]
/// </summary>
[DataField("modifiedTiles")]
public Dictionary<Vector2i, HashSet<Vector2i>> ModifiedTiles = new();
/// <summary>
/// Decals that have been loaded as a part of this biome.
/// </summary>
[DataField("decals")]
public Dictionary<Vector2i, Dictionary<uint, Vector2i>> LoadedDecals = new();
[DataField("entities")]
public Dictionary<Vector2i, List<EntityUid>> LoadedEntities = new();
/// <summary>
/// Currently active chunks
/// </summary>
[DataField("loadedChunks")]
public readonly HashSet<Vector2i> LoadedChunks = new();
}