using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.DungeonLayers;
///
/// Generates veins inside of the specified dungeon.
///
///
/// Generates on top of existing entities for sanity reasons moreso than performance.
///
[Virtual]
public partial class OreDunGen : IDunGenLayer
{
///
/// If the vein generation should occur on top of existing entities what are we replacing.
///
[DataField]
public EntProtoId? Replacement;
///
/// Entity to spawn.
///
[DataField(required: true)]
public EntProtoId Entity;
///
/// Maximum amount of group spawns
///
[DataField]
public int Count = 10;
///
/// Minimum entities to spawn in one group.
///
[DataField]
public int MinGroupSize = 1;
///
/// Maximum entities to spawn in one group.
///
[DataField]
public int MaxGroupSize = 1;
}