RoomSpawner mask (#33110)
* RoolFill can now spaw rooms with any size * tile ignoring * upgrade interior * simplify * Update DungeonSystem.Rooms.cs * center rooms * Update RoomFillComponent.cs * Update RoomFillComponent.cs * Update DungeonSystem.Rooms.cs * Remove roomfillcoponent from integration test * Update EntityTest.cs * remove nullable size, replaced with minsize and maxsize * clear existing logic refactor * delete this one
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@@ -1,6 +1,6 @@
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using Content.Shared.Maps;
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using Content.Shared.Tag;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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using Robust.Shared.Utility;
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namespace Content.Shared.Procedural;
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@@ -10,18 +10,28 @@ public sealed partial class DungeonRoomPrototype : IPrototype
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{
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[IdDataField] public string ID { get; } = string.Empty;
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[ViewVariables(VVAccess.ReadWrite), DataField("tags", customTypeSerializer:typeof(PrototypeIdListSerializer<TagPrototype>))]
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public List<string> Tags = new();
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[ViewVariables(VVAccess.ReadWrite), DataField]
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public List<ProtoId<TagPrototype>> Tags = new();
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[DataField("size", required: true)] public Vector2i Size;
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[DataField(required: true)]
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public Vector2i Size;
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/// <summary>
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/// Path to the file to use for the room.
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/// </summary>
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[DataField("atlas", required: true)] public ResPath AtlasPath;
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[DataField("atlas", required: true)]
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public ResPath AtlasPath;
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/// <summary>
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/// Tile offset into the atlas to use for the room.
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/// </summary>
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[DataField("offset", required: true)] public Vector2i Offset;
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[DataField(required: true)]
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public Vector2i Offset;
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/// <summary>
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/// These tiles will be ignored when copying from the atlas into the actual game,
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/// allowing you to make rooms of irregular shapes that blend seamlessly into their surroundings
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/// </summary>
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[DataField]
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public ProtoId<ContentTileDefinition>? IgnoreTile;
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}
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