using Content.Shared.Mobs;
using Content.Shared.Radio;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
///
/// Sends an emergency message over coms when triggered giving information about the entity's mob status.
/// If TargetUser is true then the user's mob state will be used instead.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class RattleOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// The radio channel the message will be sent to.
///
[DataField]
public ProtoId RadioChannel = "Syndicate";
///
/// The message to be send depending on the target's current mob state.
///
[DataField]
public Dictionary Messages = new()
{
{MobState.Critical, "rattle-on-trigger-critical-message"},
{MobState.Dead, "rattle-on-trigger-dead-message"}
};
}