using Content.Shared.Explosion;
using Content.Shared.Explosion.Components;
using Content.Shared.Explosion.EntitySystems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Trigger.Components.Effects;
// TODO some sort of struct like DamageSpecifier but for explosions.
///
/// Will explode the entity using this component's explosion specifications.
/// If TargetUser is true, they'll explode instead.
/// The User will be logged in the admin logs.
///
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ExplosionOnTriggerComponent : BaseXOnTriggerComponent
{
///
[DataField, AutoNetworkedField]
public ProtoId ExplosionType = SharedExplosionSystem.DefaultExplosionPrototypeId;
///
[DataField, AutoNetworkedField]
public float MaxTileIntensity = 4;
///
[DataField, AutoNetworkedField]
public float IntensitySlope = 1;
///
[DataField, AutoNetworkedField]
public float TotalIntensity = 10;
///
[DataField, AutoNetworkedField]
public float TileBreakScale = 1f;
///
[DataField, AutoNetworkedField]
public int MaxTileBreak = int.MaxValue;
///
[DataField, AutoNetworkedField]
public bool CanCreateVacuum = true;
}