* 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
31 lines
705 B
C#
31 lines
705 B
C#
using Content.Shared.Maps;
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using Robust.Shared.Noise;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.DungeonGenerators;
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/// <summary>
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/// Replaces existing tiles if they're not empty.
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/// </summary>
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public sealed partial class ReplaceTileDunGen : IDunGenLayer
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{
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/// <summary>
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/// Chance for a non-variant tile to be used, in case they're too noisy.
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/// </summary>
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[DataField]
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public float VariantWeight = 0.1f;
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[DataField(required: true)]
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public List<ReplaceTileLayer> Layers = new();
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}
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[DataRecord]
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public record struct ReplaceTileLayer
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{
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public ProtoId<ContentTileDefinition> Tile;
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public float Threshold;
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public FastNoiseLite Noise;
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}
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