* 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>
26 lines
883 B
C#
26 lines
883 B
C#
using Content.Server.Worldgen.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Worldgen.Components;
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/// <summary>
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/// This is used for controlling overall world loading, containing an index of all chunks in the map.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(WorldControllerSystem))]
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public sealed class WorldControllerComponent : Component
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{
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/// <summary>
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/// The prototype to use for chunks on this world map.
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/// </summary>
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[DataField("chunkProto", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string ChunkProto = "WorldChunk";
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/// <summary>
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/// An index of chunks owned by the controller.
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/// </summary>
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[DataField("chunks")] public Dictionary<Vector2i, EntityUid> Chunks = new();
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}
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