using Content.Shared.Chemistry.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
///
/// 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.
/// If TargetUser is true the smoke is spawned at their location.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class SmokeOnTriggerComponent : BaseXOnTriggerComponent
{
///
/// How long the smoke stays for, after it has spread (in seconds).
///
[DataField, AutoNetworkedField]
public TimeSpan Duration = TimeSpan.FromSeconds(10);
///
/// How much the smoke will spread.
///
[DataField(required: true), AutoNetworkedField]
public int SpreadAmount;
///
/// Smoke entity to spawn.
/// Defaults to smoke but you can use foam if you want.
///
[DataField, AutoNetworkedField]
public EntProtoId 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, AutoNetworkedField]
public Solution Solution = new();
}