using Content.Server.Anomaly.Effects;
using Robust.Shared.Audio;
namespace Content.Server.Anomaly.Components;
[RegisterComponent, Access(typeof(BluespaceAnomalySystem))]
public sealed partial class BluespaceAnomalyComponent : Component
{
///
/// The maximum radius that the shuffle effect will extend for
/// scales with stability
///
[DataField("maxShuffleRadius"), ViewVariables(VVAccess.ReadWrite)]
public float MaxShuffleRadius = 10;
///
/// The maximum MAX distance the portal this anomaly is tied to can teleport you.
///
[DataField("maxPortalRadius"), ViewVariables(VVAccess.ReadWrite)]
public float MaxPortalRadius = 25;
///
/// The minimum MAX distance the portal this anomaly is tied to can teleport you.
///
[DataField("minPortalRadius"), ViewVariables(VVAccess.ReadWrite)]
public float MinPortalRadius = 10;
///
/// How far the supercritical event can teleport you
///
[DataField("superCriticalTeleportRadius"), ViewVariables(VVAccess.ReadWrite)]
public float SupercriticalTeleportRadius = 50f;
///
/// The sound played after players are shuffled/teleported around
///
[DataField("teleportSound"), ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier TeleportSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
}