* haunted dungeon * Initial work Still needs prefab gen work to make it interesting. * ime a worm * weh * Work * Slight tweaks --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
29 lines
738 B
C#
29 lines
738 B
C#
using Content.Shared.Maps;
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using Robust.Shared.Prototypes;
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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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public sealed partial class CorridorPostGen : IPostDunGen
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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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[DataField]
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public ProtoId<ContentTileDefinition> Tile = "FloorSteel";
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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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