45 lines
1.6 KiB
C#
45 lines
1.6 KiB
C#
using Content.Server.Worldgen.Prototypes;
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using Content.Server.Worldgen.Systems.Debris;
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using Content.Server.Worldgen.Tools;
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using Content.Shared.Storage;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Worldgen.Components.Debris;
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/// <summary>
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/// This is used for selecting debris with a probability determined by a noise channel.
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/// Takes priority over SimpleDebrisSelectorComponent and should likely be used in combination.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(NoiseDrivenDebrisSelectorSystem))]
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public sealed partial class NoiseDrivenDebrisSelectorComponent : Component
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{
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private EntitySpawnCollectionCache? _cache;
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/// <summary>
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/// The prototype-facing debris table entries.
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/// </summary>
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[DataField("debrisTable", required: true)]
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private List<EntitySpawnEntry> _entries = default!;
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/// <summary>
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/// The debris entity spawn collection.
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/// </summary>
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public EntitySpawnCollectionCache CachedDebrisTable
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{
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get
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{
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_cache ??= new EntitySpawnCollectionCache(_entries);
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return _cache;
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}
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}
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/// <summary>
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/// The noise channel to use as a density controller.
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/// </summary>
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/// <remarks>This noise channel should be mapped to exactly the range [0, 1] unless you want a lot of warnings in the log.</remarks>
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[DataField("noiseChannel", customTypeSerializer: typeof(PrototypeIdSerializer<NoiseChannelPrototype>))]
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public string NoiseChannel { get; private set; } = default!;
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}
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