using Content.Shared.Random;
using Robust.Shared.Prototypes;
namespace Content.Server.GameTicking.Rules.VariationPass.Components;
///
/// Handles spilling puddles with various reagents randomly around the station.
///
[RegisterComponent]
public sealed partial class PuddleMessVariationPassComponent : Component
{
///
/// Tiles before one spill on average.
///
[DataField]
public float TilesPerSpillAverage = 600f;
[DataField]
public float TilesPerSpillStdDev = 50f;
///
/// Weighted random prototype to use for random messes.
///
[DataField(required: true)]
public ProtoId RandomPuddleSolutionFill = default!;
}