using Content.Shared.Random;
using Content.Shared.Trigger.Components.Triggers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
///
/// When triggered this component will choose a key and send a new trigger.
/// Trigger is sent to user if is true.
///
/// Does not support recursive loops where this component triggers itself. Use instead.
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class RandomTriggerOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// The trigger keys and their weights.
///
[DataField(required: true), AutoNetworkedField]
public ProtoId RandomKeyOut;
}