* DungeonData rework Back to fields, serializes better, just make new layers dumby. * wawawewa * Fix this * Fixes * Port the work over * wawawewa * zoom * Kinda workin * Adjust wawa * Unloading work * Ore + entitytable fixes Iterate every dungeon not just last. * Big shot * wawawewa * Fixes * true * Fixes # Conflicts: # Content.Server/Procedural/DungeonJob/DungeonJob.cs * wawawewa * Fixes * Fix * Lot of work * wawawewa * Fixing * eh? * a * Fix a heap of stuff * Better ignored check * Reserve tile changes * biome * changes * wawawewa * Fixes & snow * Shadow fixes * wawawewa * smol * Add layer API * More work * wawawewa * Preloads and running again * wawawewa * Modified * Replacements and command * Runtime support * werk * Fix expeds + dungeon alltiles * reh --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
48 lines
1.1 KiB
C#
48 lines
1.1 KiB
C#
using System.Numerics;
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using Content.Shared.Maps;
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using Content.Shared.Procedural.Distance;
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using Robust.Shared.Noise;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Procedural.DungeonLayers;
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/// <summary>
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/// Fills unreserved tiles with the specified entity prototype.
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/// </summary>
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public sealed partial class FillGridDunGen : IDunGenLayer
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{
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/// <summary>
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/// Tiles the fill can occur on.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<ContentTileDefinition>>? AllowedTiles;
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[DataField(required: true)]
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public EntProtoId Entity;
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#region Noise
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[DataField]
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public bool Invert;
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/// <summary>
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/// Optionally don't spawn entities if the noise value matches.
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/// </summary>
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[DataField]
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public FastNoiseLite? ReservedNoise;
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/// <summary>
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/// Noise threshold for <see cref="ReservedNoise"/>. Does nothing without it.
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/// </summary>
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[DataField]
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public float Threshold = -1f;
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[DataField]
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public IDunGenDistance? DistanceConfig;
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[DataField]
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public Vector2 Size;
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#endregion
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}
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