78 lines
2.9 KiB
C#
78 lines
2.9 KiB
C#
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.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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public FastNoiseLite Noise = new();
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[ViewVariables(VVAccess.ReadWrite), DataField("seed")]
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[AutoNetworkedField]
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public int Seed;
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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"/>. Optional as this can be set elsewhere.
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/// </summary>
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/// <remarks>
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/// This is really just here for prototype reload support.
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite),
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DataField("template", customTypeSerializer: typeof(PrototypeIdSerializer<BiomeTemplatePrototype>))]
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public string? 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("markerLayers", customTypeSerializer: typeof(PrototypeIdListSerializer<BiomeMarkerLayerPrototype>))]
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public List<string> MarkerLayers = new();
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#endregion
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}
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