using Content.Shared.Maps;
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.PostGeneration;
///
/// Connects room entrances via corridor segments.
///
public sealed partial class CorridorPostGen : IPostDunGen
{
///
/// How far we're allowed to generate a corridor before calling it.
///
///
/// Given the heavy weightings this needs to be fairly large for larger dungeons.
///
[DataField]
public int PathLimit = 2048;
[DataField]
public ProtoId Tile = "FloorSteel";
///
/// How wide to make the corridor.
///
[DataField]
public float Width = 3f;
}