using Robust.Shared.GameStates;
using Content.Shared.Singularity.EntitySystems;
namespace Content.Shared.Singularity.Components;
///
/// A component that makes the associated entity accumulate energy when an associated event horizon consumes things.
/// Energy management is server-side.
///
[NetworkedComponent]
public abstract class SharedSingularityComponent : Component
{
///
/// The current level of the singularity.
/// Used as a scaling factor for things like visual size, event horizon radius, gravity well radius, radiation output, etc.
/// If you want to set this use ().
///
[DataField("level")]
[Access(friends:typeof(SharedSingularitySystem), Other=AccessPermissions.Read, Self=AccessPermissions.Read)]
public byte Level = 1;
///
/// The amount of radiation this singularity emits per its level.
/// Has to be on shared in case someone attaches a RadiationPulseComponent to the singularity.
/// If you want to set this use ().
///
[DataField("radsPerLevel")]
[Access(friends:typeof(SharedSingularitySystem), Other=AccessPermissions.Read, Self=AccessPermissions.Read)]
[ViewVariables(VVAccess.ReadWrite)]
public float RadsPerLevel = 2f;
}