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using Robust.Shared.Noise;
namespace Content.Shared.Parallax.Biomes.Layers;
[ImplicitDataDefinitionForInheritors]
public partial interface IBiomeLayer
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{
/// <summary>
/// Seed is used an offset from the relevant BiomeComponent's seed.
/// </summary>
FastNoiseLite Noise { get; }
/// <summary>
/// Threshold for this layer to be present. If set to 0 forces it for every tile.
/// </summary>
float Threshold { get; }
/// <summary>
/// Is the thresold inverted so we need to be lower than it.
/// </summary>
public bool Invert { get; }
}