using Content.Shared.Maps; using Robust.Shared.Prototypes; namespace Content.Shared.Procedural.PostGeneration; /// /// Iterates room edges and places the relevant tiles and walls on any free indices. /// /// /// Dungeon data keys are: /// - CornerWalls (Optional) /// - FallbackTile /// - Walls /// public sealed partial class BoundaryWallDunGen : IDunGenLayer { [DataField] public BoundaryWallFlags Flags = BoundaryWallFlags.Corridors | BoundaryWallFlags.Rooms; [DataField(required: true)] public EntProtoId Wall; [DataField] public EntProtoId? CornerWall; [DataField(required: true)] public ProtoId Tile; } [Flags] public enum BoundaryWallFlags : byte { Rooms = 1 << 0, Corridors = 1 << 1, }