Once the shape of the room is determined, the room will compute its topology (i.e : the zones where items will be spawned)
Here are the zones for rooms.
Edges
Walls
Doors
Wall corners
Borders
Border Internal Corner
Border External Corner
Dead End Cells (Cells with only one neighbor)
You can compute additional inner topology. Use it at your own risk because if the room is too small this topology can lead to strange result.
IgnoreInnerTopology : Most of the time you don't want to use the Inner topology. If so, you can set this option to true. (recommanded)
OverlapBorderAndCorner : If you se it to true, then external corners will also be considered as border. In other word, the External corner cells will also be border cells.
DontSpawnWallsInCorner : set it to true to prevent walls to spawn in corners (external + internal). It's convenient in certain situation like in the Cave example.
UseDeadEndCellAsBorderCell : If true, then the dead end cell will also be considered as a border cell.
SpawnTwoItemsInExternalCorners : By default we spawn only one ItemBundle by cell. if you want to spawn two itemBundles in cornders (one in each direction of the corner), then set it to true (Usefull to snap things like torches on each walls of the corner).