using Content.Shared.Maps;
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.DungeonGenerators;
///
/// Fills unreserved tiles with the specified entity prototype.
///
///
/// DungeonData keys are:
/// - Fill
///
public sealed partial class FillGridDunGen : IDunGenLayer
{
///
/// Tiles the fill can occur on.
///
[DataField]
public HashSet>? AllowedTiles;
}