using Content.Shared.EntityTable;
using Content.Shared.Maps;
using Content.Shared.Storage;
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.PostGeneration;
///
/// Selects [count] rooms and places external doors to them.
///
public sealed partial class DungeonEntranceDunGen : IDunGenLayer
{
///
/// How many rooms we place doors on.
///
[DataField]
public int Count = 1;
[DataField(required: true)]
public ProtoId Tile;
[DataField(required: true)]
public ProtoId Contents;
}