using Content.Shared.Maps;
using Content.Shared.Parallax.Biomes;
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.PostGeneration;
///
/// Generates a biome on top of valid tiles, then removes the biome when done.
/// Only works if no existing biome is present.
///
public sealed partial class BiomeDunGen : IDunGenLayer
{
[DataField(required: true)]
public ProtoId BiomeTemplate;
///
/// creates a biome only on the specified tiles
///
[DataField]
public HashSet>? TileMask;
}