* 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
514 B
C#
20 lines
514 B
C#
namespace Content.Shared.Procedural.PostGeneration;
|
|
|
|
/// <summary>
|
|
/// Places the specified entities on the middle connections between rooms
|
|
/// </summary>
|
|
public sealed partial class MiddleConnectionDunGen : IDunGenLayer
|
|
{
|
|
/// <summary>
|
|
/// How much overlap there needs to be between 2 rooms exactly.
|
|
/// </summary>
|
|
[DataField]
|
|
public int OverlapCount = -1;
|
|
|
|
/// <summary>
|
|
/// How many connections to spawn between rooms.
|
|
/// </summary>
|
|
[DataField]
|
|
public int Count = 1;
|
|
}
|