using Content.Shared.Maps; using Robust.Shared.Prototypes; namespace Content.Shared.Procedural.DungeonGenerators; /// /// Fills unreserved tiles with the specified entity prototype. /// /// /// DungeonData keys are: /// - Fill /// public sealed partial class FillGridDunGen : IDunGenLayer { /// /// Tiles the fill can occur on. /// [DataField] public HashSet>? AllowedTiles; }