* 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>
43 lines
964 B
C#
43 lines
964 B
C#
using Content.Shared.Maps;
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using Content.Shared.Procedural.DungeonGenerators;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.PostGeneration;
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// Ime a worm
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/// <summary>
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/// Generates worm corridors.
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/// </summary>
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public sealed partial class WormCorridorPostGen : IPostDunGen
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{
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[DataField]
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public int PathLimit = 2048;
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/// <summary>
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/// How many times to run the worm
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/// </summary>
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[DataField]
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public int Count = 20;
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/// <summary>
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/// How long to make each worm
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/// </summary>
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[DataField]
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public int Length = 20;
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/// <summary>
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/// Maximum amount the angle can change in a single step.
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/// </summary>
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[DataField]
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public Angle MaxAngleChange = Angle.FromDegrees(45);
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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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