using Robust.Shared.GameStates;
namespace Content.Shared.Singularity.Components;
[RegisterComponent, NetworkedComponent]
public sealed partial class ContainmentFieldComponent : Component
{
///
/// The throw force for the field if an entity collides with it
/// The lighter the mass the further it will throw. 5 mass will go about 4 tiles out, 70 mass goes only a couple tiles.
///
[DataField("throwForce")]
public float ThrowForce = 100f;
///
/// This shouldn't be at 99999 or higher to prevent the singulo glitching out
/// Will throw anything at the supplied mass or less that collides with the field.
///
[DataField("maxMass")]
public float MaxMass = 10000f;
///
/// Should field vaporize garbage that collides with it?
///
[DataField]
public bool DestroyGarbage = true;
}