using Content.Shared.Maps;
using Content.Shared.Procedural.DungeonGenerators;
using Robust.Shared.Prototypes;
namespace Content.Shared.Procedural.PostGeneration;
// Ime a worm
///
/// Generates worm corridors.
///
public sealed partial class WormCorridorPostGen : IPostDunGen
{
[DataField]
public int PathLimit = 2048;
///
/// How many times to run the worm
///
[DataField]
public int Count = 20;
///
/// How long to make each worm
///
[DataField]
public int Length = 20;
///
/// Maximum amount the angle can change in a single step.
///
[DataField]
public Angle MaxAngleChange = Angle.FromDegrees(45);
[DataField]
public ProtoId Tile = "FloorSteel";
///
/// How wide to make the corridor.
///
[DataField]
public float Width = 3f;
}