using Content.Shared.Light.Components; using Robust.Shared.Prototypes; namespace Content.Server.GameTicking.Rules.VariationPass.Components; /// /// This handle randomly destroying lights, causing them to flicker endlessly, or replacing their tube/bulb with different variants. /// [RegisterComponent] public sealed partial class PoweredLightVariationPassComponent : Component { /// /// Chance that a light will be replaced with a broken variant. /// [DataField] public float LightBreakChance = 0.15f; /// /// Chance that a light will be replaced with an aged variant. /// [DataField] public float LightAgingChance = 0.05f; [DataField] public float AgedLightTubeFlickerChance = 0.03f; [DataField] public EntProtoId BrokenLightBulbPrototype = "LightBulbBroken"; [DataField] public EntProtoId BrokenLightTubePrototype = "LightTubeBroken"; [DataField] public EntProtoId AgedLightBulbPrototype = "LightBulbOld"; [DataField] public EntProtoId AgedLightTubePrototype = "LightTubeOld"; }