using Content.Shared.Maps; using Robust.Shared.Prototypes; namespace Content.Shared.Procedural.PostGeneration; /// /// Connects dungeons via points that get subdivided. /// public sealed partial class SplineDungeonConnectorDunGen : IDunGenLayer { [DataField(required: true)] public ProtoId Tile; [DataField] public ProtoId? WidenTile; /// /// Will divide the distance between the start and end points so that no subdivision is more than these metres away. /// [DataField] public int DivisionDistance = 10; /// /// How much each subdivision can vary from the middle. /// [DataField] public float VarianceMax = 0.35f; }