using Robust.Shared.Noise; namespace Content.Shared.Procedural.DungeonGenerators; /// /// Turns a chunked area into a dungeon for layer purposes. Assumes the position is the BL origin. /// public sealed partial class ChunkDunGen : IDunGenLayer { [DataField] public int Size = 16; /// /// Noise to apply for each tile conditionally. /// [DataField] public FastNoiseLite? Noise; /// /// Threshold for noise. Does nothing if is null. /// [DataField] public float Threshold = -1f; }