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; }