* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
25 lines
611 B
C#
25 lines
611 B
C#
using Content.Shared.EntityTable;
|
|
using Content.Shared.Maps;
|
|
using Content.Shared.Storage;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Procedural.PostGeneration;
|
|
|
|
/// <summary>
|
|
/// Spawns on the boundary tiles of rooms.
|
|
/// </summary>
|
|
public sealed partial class WallMountDunGen : IDunGenLayer
|
|
{
|
|
/// <summary>
|
|
/// Chance per free tile to spawn a wallmount.
|
|
/// </summary>
|
|
[DataField]
|
|
public double Prob = 0.1;
|
|
|
|
[DataField(required: true)]
|
|
public ProtoId<ContentTileDefinition> Tile;
|
|
|
|
[DataField(required: true)]
|
|
public ProtoId<EntityTablePrototype> Contents;
|
|
}
|