using Content.Shared.Physics;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Generates a gravity pulse/repulse using the RepulseAttractComponent around the entity when triggered.
/// If TargetUser is true their location will be used instead.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class RepulseAttractOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// How fast should the Repulsion/Attraction be?
/// A positive value will repulse objects, a negative value will attract.
///
[DataField, AutoNetworkedField]
public float Speed = 5.0f;
///
/// How close do the entities need to be?
///
[DataField, AutoNetworkedField]
public float Range = 5.0f;
///
/// What kind of entities should this effect apply to?
///
[DataField, AutoNetworkedField]
public EntityWhitelist? Whitelist;
///
/// What collision layers should be excluded?
/// The default excludes ghost mobs, revenants, the AI camera etc.
///
[DataField, AutoNetworkedField]
public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable;
}