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!; }