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 = [];
}