using Content.Shared.Chemistry.Components;
using Content.Shared.Explosion.EntitySystems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Explosion.Components.OnTrigger;
///
/// Creates a smoke cloud when triggered, with an optional solution to include in it.
/// No sound is played incase a grenade is stealthy, use if you want a sound.
///
[RegisterComponent, NetworkedComponent, Access(typeof(SharedSmokeOnTriggerSystem))]
public sealed partial class SmokeOnTriggerComponent : Component
{
///
/// How long the smoke stays for, after it has spread.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float Duration = 10;
///
/// How much the smoke will spread.
///
[DataField(required: true), ViewVariables(VVAccess.ReadWrite)]
public int SpreadAmount;
///
/// Smoke entity to spawn.
/// Defaults to smoke but you can use foam if you want.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public ProtoId SmokePrototype = "Smoke";
///
/// Solution to add to each smoke cloud.
///
///
/// When using repeating trigger this essentially gets multiplied so dont do anything crazy like omnizine or lexorin.
///
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Solution Solution = new();
}