* 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
19 lines
496 B
C#
19 lines
496 B
C#
using Content.Shared.Procedural.Distance;
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namespace Content.Shared.Procedural.DungeonGenerators;
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/// <summary>
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/// Like <see cref="Content.Shared.Procedural.DungeonGenerators.NoiseDunGenLayer"/> except with maximum dimensions
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/// </summary>
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public sealed partial class NoiseDistanceDunGen : IDunGenLayer
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{
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[DataField]
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public IDunGenDistance? DistanceConfig;
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[DataField]
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public Vector2i Size;
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[DataField(required: true)]
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public List<NoiseDunGenLayer> Layers = new();
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}
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