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;
}
[Flags]
public enum BoundaryWallFlags : byte
{
Rooms = 1 << 0,
Corridors = 1 << 1,
}