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:
metalgearsloth
2024-07-03 22:23:11 +10:00
committed by GitHub
parent 1faa1b5df6
commit a2f99cc69e
103 changed files with 4928 additions and 2627 deletions

View File

@@ -0,0 +1,23 @@
namespace Content.Shared.Procedural.PostGeneration;
/// <summary>
/// Iterates room edges and places the relevant tiles and walls on any free indices.
/// </summary>
/// <remarks>
/// Dungeon data keys are:
/// - CornerWalls (Optional)
/// - FallbackTile
/// - Walls
/// </remarks>
public sealed partial class BoundaryWallDunGen : IDunGenLayer
{
[DataField]
public BoundaryWallFlags Flags = BoundaryWallFlags.Corridors | BoundaryWallFlags.Rooms;
}
[Flags]
public enum BoundaryWallFlags : byte
{
Rooms = 1 << 0,
Corridors = 1 << 1,
}