using Robust.Shared.Prototypes;
namespace Content.Shared.Anomaly.Effects.Components;
[RegisterComponent]
public sealed partial class EntitySpawnAnomalyComponent : Component
{
///
/// A list of entities that are random picked to be spawned on each pulse
///
[DataField]
public List Spawns = new();
///
/// A list of entities that are random picked to be spawned when supercritical;
///
[DataField]
public List SuperCriticalSpawns = new();
///
/// The maximum number of entities that spawn per pulse
/// scales with severity.
///
[DataField("maxSpawnAmount"), ViewVariables(VVAccess.ReadWrite)]
public int MaxSpawnAmount = 7;
///
/// The maximum radius the entities will spawn in.
/// Also governs the maximum reach of flesh tiles
/// scales with stability
///
[DataField("spawnRange"), ViewVariables(VVAccess.ReadWrite)]
public float SpawnRange = 5f;
///
/// Whether or not anomaly spawns entities on Pulse
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool SpawnOnPulse = true;
///
/// Whether or not anomaly spawns entities on SuperCritical
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool SpawnOnSuperCritical = true;
///
/// Whether or not anomaly spawns entities on StabilityChanged
/// The idea was to spawn entities either on Pulse/Supercritical OR StabilityChanged
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public bool SpawnOnStabilityChanged = false;
}