Dungeon generation refactor (#17121)
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using Content.Shared.Decals;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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namespace Content.Shared.Procedural.PostGeneration;
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/// <summary>
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/// Applies decal skirting to corridors.
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/// </summary>
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public sealed class CorridorDecalSkirtingPostGen : IPostDunGen
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{
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/// <summary>
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/// Color to apply to decals.
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/// </summary>
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[DataField("color")]
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public Color? Color;
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/// <summary>
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/// Decal where 1 edge is found.
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/// </summary>
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[DataField("cardinalDecals")]
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public Dictionary<DirectionFlag, string> CardinalDecals = new();
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/// <summary>
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/// Decal where 1 corner edge is found.
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/// </summary>
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[DataField("pocketDecals")]
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public Dictionary<Direction, string> PocketDecals = new();
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/// <summary>
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/// Decal where 2 or 3 edges are found.
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/// </summary>
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[DataField("cornerDecals")]
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public Dictionary<DirectionFlag, string> CornerDecals = new();
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}
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