using Robust.Shared.Noise;
namespace Content.Shared.Parallax.Biomes.Layers;
[ImplicitDataDefinitionForInheritors]
public partial interface IBiomeLayer
{
///
/// Seed is used an offset from the relevant BiomeComponent's seed.
///
FastNoiseLite Noise { get; }
///
/// Threshold for this layer to be present. If set to 0 forces it for every tile.
///
float Threshold { get; }
///
/// Is the thresold inverted so we need to be lower than it.
///
public bool Invert { get; }
}