VGRoid support (#27659)
* 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
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@@ -32,14 +32,14 @@ public abstract partial class SharedSalvageSystem
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var layers = new Dictionary<string, int>();
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// If we ever add more random layers will need to Next on these.
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foreach (var layer in configProto.PostGeneration)
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foreach (var layer in configProto.Layers)
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{
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switch (layer)
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{
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case BiomePostGen:
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case BiomeDunGen:
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rand.Next();
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break;
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case BiomeMarkerLayerPostGen marker:
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case BiomeMarkerLayerDunGen marker:
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for (var i = 0; i < marker.Count; i++)
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{
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var proto = _proto.Index(marker.MarkerTemplate).Pick(rand);
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