using Robust.Shared.Prototypes;
using Content.Shared.Maps;
using Content.Shared.Decals;
namespace Content.Server.Spawners.Components;
///
/// This component spawns decals around the entity on MapInit.
/// See doc strings for the various parameters for more information.
///
[RegisterComponent, EntityCategory("Spawner")]
public sealed partial class RandomDecalSpawnerComponent : Component
{
///
/// A list of decals to randomly select from when spawning.
///
[DataField]
public List> Decals = new();
///
/// Radius (in tiles) to spawn decals in. 0 will target only the tile the entity is on.
///
[DataField]
public float Radius = 1f;
///
/// Probability that a particular decal gets spawned.
///
[DataField]
public float Prob = 1f;
///
/// The maximum amount of decals to spawn across the entire radius.
///
[DataField]
public int MaxDecals = 1;
///
/// The maximum amount of decals to spawn within a tile.
///
///
/// A value <= 0 or null is considered unlimited.
///
[DataField]
public int? MaxDecalsPerTile = null;
///
/// Whether decals should have a random rotation applied to them.
///
[DataField]
public bool RandomRotation = false;
///
/// Whether decals should snap to 90 degree orientations, does nothing if RandomRotation is false.
///
[DataField]
public bool SnapRotation = false;
///
/// Whether decals should snap to the center omf a grid space or be placed randoly.
///
///
/// A null value will cause this to attempt to use the default value (DefaultSnap) for the decal.
///
[DataField]
public bool? SnapPosition = false;
///
/// zIndex for the generated decals
///
[DataField]
public int ZIndex = 0;
///
/// Color for the generated decals. Does nothing if RandomColorList is set.
///
[DataField]
public Color Color = Color.White;
///
/// A random color to select from. Overrides Color if set.
///
[DataField]
public List? RandomColorList = new();
///
/// Whether the new decals are cleanable or not
///
///
/// A null value will cause this to attempt to use the default value (DefaultCleanable) for the decal.
///
[DataField]
public bool? Cleanable = null;
///
/// A list of tile prototype IDs to only place decals on.
///
///
/// Causes the TileBlacklist to be ignored if this is set.
/// Note that due to the nature of tile-based placement, it's possible for decals to "spill over" onto nearby tiles.
/// This is mostly so dirt decals don't go on diagonal tiles that won't work for them.
///
[DataField]
public List> TileWhitelist = new();
///
/// A list of tile prototype IDs to avoid placing decals on.
///
///
/// Ignored if TileWhitelist is set.
/// Note that due to the nature of tile-based placement, it's possible for decals to "spill over" onto nearby tiles.
/// This is mostly so dirt decals don't go on diagonal tiles that won't work for them.
///
[DataField]
public List> TileBlacklist = new();
///
/// Sets whether to delete the entity with this component after the spawner is finished.
///
[DataField]
public bool DeleteSpawnerAfterSpawn = false;
}