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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@@ -1,30 +1,20 @@
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using Content.Shared.Maps;
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using Content.Shared.Tag;
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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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using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.DungeonGenerators;
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/// <summary>
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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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public sealed partial class PrefabDunGen : IDunGen
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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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/// Rooms need to match any of these tags
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/// </summary>
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[DataField("roomWhitelist", customTypeSerializer:typeof(PrototypeIdListSerializer<TagPrototype>))]
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public List<string> RoomWhitelist = new();
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/// <summary>
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/// Room pack presets we can use for this prefab.
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/// </summary>
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[DataField("presets", required: true, customTypeSerializer:typeof(PrototypeIdListSerializer<DungeonPresetPrototype>))]
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public List<string> Presets = new();
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/// <summary>
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/// Fallback tile.
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/// </summary>
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[DataField("tile", customTypeSerializer:typeof(PrototypeIdSerializer<ContentTileDefinition>))]
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public string Tile = "FloorSteel";
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[DataField(required: true)]
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public List<ProtoId<DungeonPresetPrototype>> Presets = new();
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}
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