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;
}