using Content.Shared.Maps; using Content.Shared.Tag; using Robust.Shared.Prototypes; using Robust.Shared.Utility; namespace Content.Shared.Procedural; [Prototype] public sealed partial class DungeonRoomPrototype : IPrototype { [IdDataField] public string ID { get; private set; } = string.Empty; [ViewVariables(VVAccess.ReadWrite), DataField] public List> Tags = new(); [DataField(required: true)] public Vector2i Size; /// /// Path to the file to use for the room. /// [DataField("atlas", required: true)] public ResPath AtlasPath; /// /// Tile offset into the atlas to use for the room. /// [DataField(required: true)] public Vector2i Offset; /// /// These tiles will be ignored when copying from the atlas into the actual game, /// allowing you to make rooms of irregular shapes that blend seamlessly into their surroundings /// [DataField] public ProtoId? IgnoreTile; }