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";
}