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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namespace Content.Shared.Procedural.PostGeneration;
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// Ime a worm
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/// <summary>
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/// Generates worm corridors.
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/// </summary>
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public sealed partial class WormCorridorDunGen : IDunGenLayer
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{
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[DataField]
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public int PathLimit = 2048;
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/// <summary>
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/// How many times to run the worm
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/// </summary>
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[DataField]
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public int Count = 20;
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/// <summary>
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/// How long to make each worm
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/// </summary>
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[DataField]
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public int Length = 20;
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/// <summary>
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/// Maximum amount the angle can change in a single step.
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/// </summary>
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[DataField]
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public Angle MaxAngleChange = Angle.FromDegrees(45);
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/// <summary>
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/// How wide to make the corridor.
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/// </summary>
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[DataField]
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public float Width = 3f;
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}
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