* Dungeon spawn support for grid spawns * Recursive dungeons working * Mask approach working * zack * More work * Fix recursive dungeons * Heap of work * weh * the cud * rar * Job * weh * weh * weh * Master merges * orch * weh * vgroid most of the work * Tweaks * Tweaks * weh * do do do do do do * Basic layout * Ore spawning working * Big breaking changes * Mob gen working * weh * Finalising * emo * More finalising * reverty * Reduce distance
20 lines
515 B
C#
20 lines
515 B
C#
using Content.Shared.Random;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Procedural.PostGeneration;
|
|
|
|
/// <summary>
|
|
/// Spawns the specified marker layer on top of the dungeon rooms.
|
|
/// </summary>
|
|
public sealed partial class BiomeMarkerLayerDunGen : IDunGenLayer
|
|
{
|
|
/// <summary>
|
|
/// How many times to spawn marker layers; can duplicate.
|
|
/// </summary>
|
|
[DataField]
|
|
public int Count = 6;
|
|
|
|
[DataField(required: true)]
|
|
public ProtoId<WeightedRandomPrototype> MarkerTemplate;
|
|
}
|