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
This commit is contained in:
14
Content.Shared/Procedural/PostGeneration/BiomeDunGen.cs
Normal file
14
Content.Shared/Procedural/PostGeneration/BiomeDunGen.cs
Normal file
@@ -0,0 +1,14 @@
|
||||
using Content.Shared.Parallax.Biomes;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Shared.Procedural.PostGeneration;
|
||||
|
||||
/// <summary>
|
||||
/// Generates a biome on top of valid tiles, then removes the biome when done.
|
||||
/// Only works if no existing biome is present.
|
||||
/// </summary>
|
||||
public sealed partial class BiomeDunGen : IDunGenLayer
|
||||
{
|
||||
[DataField(required: true)]
|
||||
public ProtoId<BiomeTemplatePrototype> BiomeTemplate;
|
||||
}
|
||||
Reference in New Issue
Block a user