using Content.Shared.Physics;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
namespace Content.Shared.RepulseAttract;
///
/// Used to repulse or attract entities away from the entity this is on
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, Access(typeof(RepulseAttractSystem))]
public sealed partial class RepulseAttractComponent : Component
{
///
/// How fast should the Repulsion/Attraction be?
/// A positive value will repulse objects, a negative value will attract
///
[DataField, AutoNetworkedField]
public float Speed = 5.0f;
///
/// How close do the entities need to be?
///
[DataField, AutoNetworkedField]
public float Range = 5.0f;
///
/// What kind of entities should this effect apply to?
///
[DataField, AutoNetworkedField]
public EntityWhitelist? Whitelist;
///
/// What collision layers should be excluded?
/// The default excludes ghost mobs, revenants, the AI camera etc.
///
[DataField, AutoNetworkedField]
public CollisionGroup CollisionMask = CollisionGroup.GhostImpassable;
}