Files
tbd-station-14/Content.Shared/Parallax/Biomes/Markers/IBiomeMarkerLayer.cs
metalgearsloth 816ee2e1ab Gateway destinations (#21040)
* Gateway generation

* Gateway stuff

* gatewehs

* mercenaries

* play area

* Range fixes and tweaks

* weh

* Gateway UI polish

* Lots of fixes

* Knock some items off

* Fix dungeon spawning

Realistically we should probably be using a salvage job.

* wahwah

* wehvs

* expression

* weh

* eee

* a

* a

* WEH

* frfr

* Gatwey

* Fix gateway windows

* Fix gateway windows

* a

* a

* Better layer masking

* a

* a

* Noise fixes

* a

* Fix fractal calculations

* a

* More fixes

* Fixes

* Add layers back in

* Fixes

* namespaces and ftl

* Other TODO

* Fix distance

* Cleanup

* Fix test
2023-11-14 19:23:40 -07:00

23 lines
646 B
C#

using Robust.Shared.Prototypes;
namespace Content.Shared.Parallax.Biomes.Markers;
/// <summary>
/// Specifies one-off marker points to be used. This could be for dungeon markers, mob markers, etc.
/// These are run outside of the tile / decal / entity layers.
/// </summary>
public interface IBiomeMarkerLayer : IPrototype
{
/// <summary>
/// Biome template to use as a mask for this layer.
/// </summary>
public Dictionary<EntProtoId, EntProtoId> EntityMask { get; }
public string? Prototype { get; }
/// <summary>
/// How large the pre-generated points area is.
/// </summary>
public int Size { get; }
}