Salvage dungeons (#14520)
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using Content.Shared.Maps;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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namespace Content.Shared.Procedural.PostGeneration;
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/// <summary>
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/// Places the specified entities on the middle connections between rooms
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/// </summary>
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public sealed class MiddleConnectionPostGen : IPostDunGen
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{
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/// <summary>
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/// How much overlap there needs to be between 2 rooms exactly.
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/// </summary>
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[DataField("overlapCount")]
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public int OverlapCount = -1;
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/// <summary>
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/// How many connections to spawn between rooms.
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/// </summary>
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[DataField("count")]
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public int Count = 1;
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[DataField("tile", customTypeSerializer:typeof(PrototypeIdSerializer<ContentTileDefinition>))]
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public string Tile = "FloorSteel";
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[DataField("entities", customTypeSerializer: typeof(PrototypeIdListSerializer<EntityPrototype>))]
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public List<string> Entities = new()
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{
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"CableApcExtension",
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"AirlockGlass"
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};
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/// <summary>
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/// If overlap > 1 then what should spawn on the edges.
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/// </summary>
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[DataField("edgeEntities")] public List<string>? EdgeEntities;
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}
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