* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * review * thanks fork * fix
25 lines
665 B
C#
25 lines
665 B
C#
using Content.Shared.Maps;
|
|
using Content.Shared.Whitelist;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.Procedural.DungeonGenerators;
|
|
|
|
/// <summary>
|
|
/// Places rooms in pre-selected pack layouts. Chooses rooms from the specified whitelist.
|
|
/// </summary>
|
|
/// <remarks>
|
|
public sealed partial class PrefabDunGen : IDunGenLayer
|
|
{
|
|
/// <summary>
|
|
/// Room pack presets we can use for this prefab.
|
|
/// </summary>
|
|
[DataField(required: true)]
|
|
public List<ProtoId<DungeonPresetPrototype>> Presets = new();
|
|
|
|
[DataField]
|
|
public EntityWhitelist? RoomWhitelist;
|
|
|
|
[DataField]
|
|
public ProtoId<ContentTileDefinition>? FallbackTile;
|
|
}
|