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- using System.Numerics;
- using Content.Server.Worldgen.Prototypes;
- using Content.Server.Worldgen.Systems.Carvers;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
- namespace Content.Server.Worldgen.Components.Carvers;
- /// <summary>
- /// This is used for carving out empty space in the game world, providing byways through the debris field.
- /// </summary>
- [RegisterComponent]
- [Access(typeof(NoiseRangeCarverSystem))]
- public sealed partial class NoiseRangeCarverComponent : Component
- {
- /// <summary>
- /// The noise channel to use as a density controller.
- /// </summary>
- /// <remarks>This noise channel should be mapped to exactly the range [0, 1] unless you want a lot of warnings in the log.</remarks>
- [DataField("noiseChannel", customTypeSerializer: typeof(PrototypeIdSerializer<NoiseChannelPrototype>))]
- public string NoiseChannel { get; private set; } = default!;
- /// <summary>
- /// The index of ranges in which to cut debris generation.
- /// </summary>
- [DataField("ranges", required: true)]
- public List<Vector2> Ranges { get; private set; } = default!;
- }
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