* World generation (squash) * Test fixes. * command * o * Access cleanup. * Documentation touchups. * Use a prototype serializer for BiomeSelectionComponent * Struct enumerator in SimpleFloorPlanPopulatorSystem * Safety margins around PoissonDiskSampler, cookie acquisition methodologies * Struct enumerating PoissonDiskSampler; internal side * Struct enumerating PoissonDiskSampler: Finish it * Update WorldgenConfigSystem.cs awa --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com> Co-authored-by: 20kdc <asdd2808@gmail.com>
28 lines
1.1 KiB
C#
28 lines
1.1 KiB
C#
using Content.Server.Worldgen.Prototypes;
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using Content.Server.Worldgen.Systems.Carvers;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Worldgen.Components.Carvers;
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/// <summary>
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/// This is used for carving out empty space in the game world, providing byways through the debris field.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(NoiseRangeCarverSystem))]
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public sealed class NoiseRangeCarverComponent : Component
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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; } = default!;
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/// <summary>
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/// The index of ranges in which to cut debris generation.
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/// </summary>
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[DataField("ranges", required: true)]
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public List<Vector2> Ranges { get; } = default!;
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}
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