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* Ignore reserved tiles if we're pulling from a NestedSelector so normal items can spawn on reserved tiles. * Make VGRoid item spawns per dungeon, so they don't only spawn inside one dungeon * add a IgnoreReserved field instead --------- Co-authored-by: Jessica M <jessica@maybe.sh>
33 lines
755 B
C#
33 lines
755 B
C#
using Content.Shared.EntityTable.EntitySelectors;
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namespace Content.Shared.Procedural.DungeonLayers;
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/// <summary>
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/// Spawns entities inside of the dungeon randomly.
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/// </summary>
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public sealed partial class EntityTableDunGen : IDunGenLayer
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{
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// Counts separate to config to avoid some duplication.
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[DataField]
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public int MinCount = 1;
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[DataField]
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public int MaxCount = 1;
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[DataField(required: true)]
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public EntityTableSelector Table;
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/// <summary>
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/// Should the count be per dungeon or across all dungeons.
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/// </summary>
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[DataField]
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public bool PerDungeon;
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/// <summary>
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/// Should the spawner ignore reserved tiles.
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/// </summary>
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[DataField]
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public bool IgnoreReserved;
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}
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