* 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
30 lines
892 B
C#
30 lines
892 B
C#
using Content.Shared.Decals;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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namespace Content.Shared.Procedural.PostGeneration;
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/// <summary>
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/// Applies decal skirting to corridors.
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/// </summary>
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public sealed partial class CorridorDecalSkirtingDunGen : IDunGenLayer
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{
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/// <summary>
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/// Decal where 1 edge is found.
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/// </summary>
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[DataField]
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public Dictionary<DirectionFlag, string> CardinalDecals = new();
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/// <summary>
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/// Decal where 1 corner edge is found.
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/// </summary>
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[DataField]
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public Dictionary<Direction, string> PocketDecals = new();
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/// <summary>
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/// Decal where 2 or 3 edges are found.
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/// </summary>
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[DataField]
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public Dictionary<DirectionFlag, string> CornerDecals = new();
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}
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