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
This commit is contained in:
metalgearsloth
2024-07-03 22:23:11 +10:00
committed by GitHub
parent 1faa1b5df6
commit a2f99cc69e
103 changed files with 4928 additions and 2627 deletions

View File

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