using System.Collections.Generic; using Robust.Shared.EntitySerialization.Systems; using Robust.Shared.GameObjects; namespace Robust.Shared.EntitySerialization.Components; /// /// Used by to track the original tile map from when a map was loaded. /// /// /// /// This component is used to reduce differences on map saving, by making it so that a tile map can be re-used between map saves even if internal engine IDs change. /// /// /// This component is created on every grid entity read during map load. /// This means loading a multi-grid map will create multiple of these components. /// When re-saving the map, the map loader will arbitrarily choose which available /// to use. /// /// [RegisterComponent, UnsavedComponent] internal sealed partial class MapSaveTileMapComponent : Component { public Dictionary TileMap = []; }