* 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
15 lines
471 B
C#
15 lines
471 B
C#
using System.Numerics;
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namespace Content.Shared.Procedural;
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// TODO: Cache center and bounds and shit and don't make the caller deal with it.
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public sealed record DungeonRoom(HashSet<Vector2i> Tiles, Vector2 Center, Box2i Bounds, HashSet<Vector2i> Exterior)
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{
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public readonly List<Vector2i> Entrances = new();
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/// <summary>
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/// Nodes adjacent to tiles, including the corners.
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/// </summary>
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public readonly HashSet<Vector2i> Exterior = Exterior;
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}
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