using Content.Shared.EntityTable;
using Content.Shared.Maps;
using Content.Shared.Storage;
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.PostGeneration;
///
/// Spawns on the boundary tiles of rooms.
///
public sealed partial class WallMountDunGen : IDunGenLayer
{
///
/// Chance per free tile to spawn a wallmount.
///
[DataField]
public double Prob = 0.1;
[DataField(required: true)]
public ProtoId Tile;
[DataField(required: true)]
public ProtoId Contents;
}