using Content.Shared.Maps; using Robust.Shared.Noise; using Robust.Shared.Prototypes; namespace Content.Shared.Procedural.DungeonGenerators; /// /// Replaces existing tiles if they're not empty. /// public sealed partial class ReplaceTileDunGen : IDunGenLayer { /// /// Chance for a non-variant tile to be used, in case they're too noisy. /// [DataField] public float VariantWeight = 0.1f; [DataField(required: true)] public List Layers = new(); } [DataRecord] public record struct ReplaceTileLayer { public ProtoId Tile; public float Threshold; public FastNoiseLite Noise; }