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- using Content.Server.Worldgen.Prototypes;
- using Content.Server.Worldgen.Systems.Debris;
- using Content.Server.Worldgen.Tools;
- using Content.Shared.Storage;
- using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
- namespace Content.Server.Worldgen.Components.Debris;
- /// <summary>
- /// This is used for selecting debris with a probability determined by a noise channel.
- /// Takes priority over SimpleDebrisSelectorComponent and should likely be used in combination.
- /// </summary>
- [RegisterComponent]
- [Access(typeof(NoiseDrivenDebrisSelectorSystem))]
- public sealed partial class NoiseDrivenDebrisSelectorComponent : Component
- {
- private EntitySpawnCollectionCache? _cache;
- /// <summary>
- /// The prototype-facing debris table entries.
- /// </summary>
- [DataField("debrisTable", required: true)]
- private List<EntitySpawnEntry> _entries = default!;
- /// <summary>
- /// The debris entity spawn collection.
- /// </summary>
- public EntitySpawnCollectionCache CachedDebrisTable
- {
- get
- {
- _cache ??= new EntitySpawnCollectionCache(_entries);
- return _cache;
- }
- }
- /// <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!;
- }
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