* 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
43 lines
1.0 KiB
C#
43 lines
1.0 KiB
C#
using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.DungeonLayers;
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/// <summary>
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/// Generates veins inside of the specified dungeon.
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/// </summary>
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/// <remarks>
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/// Generates on top of existing entities for sanity reasons moreso than performance.
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/// </remarks>
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public sealed partial class OreDunGen : IDunGenLayer
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{
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/// <summary>
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/// If the vein generation should occur on top of existing entities what are we replacing.
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/// </summary>
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[DataField]
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public EntProtoId? Replacement;
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/// <summary>
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/// Entity to spawn.
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/// </summary>
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[DataField(required: true)]
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public EntProtoId Entity;
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/// <summary>
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/// Maximum amount of group spawns
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/// </summary>
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[DataField]
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public int Count = 10;
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/// <summary>
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/// Minimum entities to spawn in one group.
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/// </summary>
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[DataField]
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public int MinGroupSize = 1;
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/// <summary>
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/// Maximum entities to spawn in one group.
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/// </summary>
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[DataField]
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public int MaxGroupSize = 1;
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}
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