using Content.Shared.EntityTable; using Content.Shared.Maps; using Content.Shared.Storage; using Robust.Shared.Prototypes; namespace Content.Shared.Procedural.PostGeneration; /// /// Selects [count] rooms and places external doors to them. /// public sealed partial class DungeonEntranceDunGen : IDunGenLayer { /// /// How many rooms we place doors on. /// [DataField] public int Count = 1; [DataField(required: true)] public ProtoId Tile; [DataField(required: true)] public ProtoId Contents; }