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 partial record struct ReplaceTileLayer
{
public ProtoId Tile;
public float Threshold;
public FastNoiseLite Noise;
}