* 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
27 lines
673 B
C#
27 lines
673 B
C#
namespace Content.Shared.Procedural.PostGeneration;
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/// <summary>
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/// Connects room entrances via corridor segments.
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/// </summary>
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/// <remarks>
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/// Dungeon data keys are:
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/// - FallbackTile
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/// </remarks>
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public sealed partial class CorridorDunGen : IDunGenLayer
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{
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/// <summary>
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/// How far we're allowed to generate a corridor before calling it.
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/// </summary>
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/// <remarks>
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/// Given the heavy weightings this needs to be fairly large for larger dungeons.
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/// </remarks>
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[DataField]
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public int PathLimit = 2048;
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/// <summary>
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/// How wide to make the corridor.
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/// </summary>
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[DataField]
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public float Width = 3f;
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}
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