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- using System.Numerics;
- using Content.Server.Worldgen.Prototypes;
- using Content.Server.Worldgen.Systems.Debris;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
- namespace Content.Server.Worldgen.Components.Debris;
- /// <summary>
- /// This is used for controlling the debris feature placer.
- /// </summary>
- [RegisterComponent]
- [Access(typeof(DebrisFeaturePlacerSystem))]
- public sealed partial class DebrisFeaturePlacerControllerComponent : Component
- {
- /// <summary>
- /// Whether or not to clip debris that would spawn at a location that has a density of zero.
- /// </summary>
- [DataField("densityClip")] public bool DensityClip = true;
- /// <summary>
- /// Whether or not entities are already spawned.
- /// </summary>
- public bool DoSpawns = true;
- [DataField("ownedDebris")] public Dictionary<Vector2, EntityUid?> OwnedDebris = new();
- /// <summary>
- /// The chance spawning a piece of debris will just be cancelled randomly.
- /// </summary>
- [DataField("randomCancelChance")] public float RandomCancellationChance = 0.1f;
- /// <summary>
- /// Radius in which there should be no objects for debris to spawn.
- /// </summary>
- [DataField("safetyZoneRadius")] public float SafetyZoneRadius = 16.0f;
- /// <summary>
- /// The noise channel to use as a density controller.
- /// </summary>
- [DataField("densityNoiseChannel", customTypeSerializer: typeof(PrototypeIdSerializer<NoiseChannelPrototype>))]
- public string DensityNoiseChannel { get; private set; } = default!;
- }
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