VGRoid support (#27659)
* Dungeon spawn support for grid spawns * Recursive dungeons working * Mask approach working * zack * More work * Fix recursive dungeons * Heap of work * weh * the cud * rar * Job * weh * weh * weh * Master merges * orch * weh * vgroid most of the work * Tweaks * Tweaks * weh * do do do do do do * Basic layout * Ore spawning working * Big breaking changes * Mob gen working * weh * Finalising * emo * More finalising * reverty * Reduce distance
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using Content.Shared.Maps;
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using Content.Shared.Procedural.Distance;
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using Robust.Shared.Noise;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Shared.Procedural.DungeonGenerators;
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/// <summary>
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/// Generates dungeon flooring based on the specified noise.
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/// </summary>
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public sealed partial class NoiseDunGen : IDunGen
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public sealed partial class NoiseDunGen : IDunGenLayer
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{
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/*
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* Floodfills out from 0 until it finds a valid tile.
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