namespace Content.Shared.Procedural.PostGeneration; /// /// Connects room entrances via corridor segments. /// /// /// Dungeon data keys are: /// - FallbackTile /// public sealed partial class CorridorDunGen : IDunGenLayer { /// /// How far we're allowed to generate a corridor before calling it. /// /// /// Given the heavy weightings this needs to be fairly large for larger dungeons. /// [DataField] public int PathLimit = 2048; /// /// How wide to make the corridor. /// [DataField] public float Width = 3f; }