levelGenUtil.TileRequirements = {
Enemy = {
Generic = {
isFloor = true,
levelExit = false,
hasEntity = false,
adjacentEntrance = false,
notCollision = collision.Group.UNSAFE,
},
NotNearWall = {
isFloor = true,
levelExit = false,
hasEntity = false,
nearWall = false,
adjacentEntrance = false,
notCollision = collision.Group.UNSAFE,
},
MovingSlime = {
isFloor = true,
levelExit = false,
hasEntity = false,
nearWall = false,
adjacentEntrance = false,
notCollision = collision.Group.UNSAFE,
},
OnWall = {
hasEntity = false,
isWall = true,
},
OnWire = {
isFloor = true,
levelExit = false,
hasEntity = false,
adjacentEntrance = false,
notCollision = collision.Group.UNSAFE,
wire = true
}
},
Trap = {
Generic = {
isFloor = true,
levelExit = false,
hasEntity = false,
adjacentEntrance = false,
notCollision = collision.Group.UNSAFE,
wire = false,
noWallTallSprite = true
}
},
Shrine = {
Generic = {
isFloor = true,
levelExit = false,
hasEntity = false,
adjacentEntrance = false,
notCollision = collision.Group.UNSAFE,
nearWall = false,
wire = false
}
},
Terrain = {
Hazard = {
isFloor = true,
adjacentEntrance = false,
notCollision = collision.Group.UNSAFE,
levelExit = false
},
Exit = {
isFloor = true,
adjacentEntrance = false,
}
},
Loot = {
Generic = {
isFloor = true,
hasEntity = false,
adjacentEntrance = false,
notCollision = collision.Group.UNSAFE,
wire = false,
levelExit = false
},
Chest = {
isFloor = true,
hasEntity = false,
adjacentEntrance = false,
notCollision = collision.Group.UNSAFE,
wire = false,
levelExit = false
}
},
}