DungeonData rework (#37172)
* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
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@@ -1,3 +1,5 @@
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using Content.Shared.Maps;
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using Content.Shared.Whitelist;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.DungeonGenerators;
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@@ -6,10 +8,6 @@ namespace Content.Shared.Procedural.DungeonGenerators;
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/// Places rooms in pre-selected pack layouts. Chooses rooms from the specified whitelist.
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/// </summary>
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/// <remarks>
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/// DungeonData keys are:
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/// - FallbackTile
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/// - Rooms
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/// </remarks>
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public sealed partial class PrefabDunGen : IDunGenLayer
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{
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/// <summary>
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@@ -17,4 +15,10 @@ public sealed partial class PrefabDunGen : IDunGenLayer
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/// </summary>
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[DataField(required: true)]
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public List<ProtoId<DungeonPresetPrototype>> Presets = new();
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[DataField]
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public EntityWhitelist? RoomWhitelist;
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[DataField]
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public ProtoId<ContentTileDefinition>? FallbackTile;
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}
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