using Robust.Shared.Noise; namespace Content.Shared.Parallax.Biomes.Layers; [ImplicitDataDefinitionForInheritors] public partial interface IBiomeLayer { /// /// Seed is used an offset from the relevant BiomeComponent's seed. /// FastNoiseLite Noise { get; } /// /// Threshold for this layer to be present. If set to 0 forces it for every tile. /// float Threshold { get; } /// /// Is the thresold inverted so we need to be lower than it. /// public bool Invert { get; } }