using Content.Shared.Maps;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Anomaly.Effects.Components;
[RegisterComponent, NetworkedComponent, Access(typeof(SharedTileAnomalySystem))]
public sealed partial class TileSpawnAnomalyComponent : Component
{
///
/// All types of floors spawns with their settings
///
[DataField]
public List Entries = new();
}
[DataRecord]
public partial record struct TileSpawnSettingsEntry()
{
///
/// The tile that is spawned by the anomaly's effect
///
public ProtoId Floor { get; set; } = default!;
public AnomalySpawnSettings Settings { get; set; } = new();
}