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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Content.Shared/Procedural/DungeonLayers/FillGridDunGen.cs
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Content.Shared/Procedural/DungeonLayers/FillGridDunGen.cs
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@@ -0,0 +1,23 @@
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using Content.Shared.Maps;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.DungeonLayers;
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/// <summary>
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/// Fills unreserved tiles with the specified entity prototype.
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/// </summary>
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/// <remarks>
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/// DungeonData keys are:
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/// - Fill
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/// </remarks>
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public sealed partial class FillGridDunGen : IDunGenLayer
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{
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/// <summary>
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/// Tiles the fill can occur on.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<ContentTileDefinition>>? AllowedTiles;
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[DataField(required: true)]
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public EntProtoId Entity;
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}
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@@ -1,4 +1,6 @@
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using Content.Shared.EntityTable;
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using Content.Shared.Storage;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.DungeonLayers;
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@@ -17,5 +19,5 @@ public sealed partial class MobsDunGen : IDunGenLayer
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public int MaxCount = 1;
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[DataField(required: true)]
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public List<EntitySpawnEntry> Groups = new();
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public ProtoId<EntityTablePrototype> Contents;
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}
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