namespace Content.Server._CP14.Temperature;
///
/// A component that allows fire to spread to nearby objects. The basic mechanics of a spreading fire
///
[RegisterComponent, Access(typeof(CP14FireSpreadSystem))]
public sealed partial class CP14FireSpreadComponent : Component
{
///
/// radius of ignition of neighboring objects
///
[DataField]
public float Radius = 1f;
///
/// chance of spreading to neighboring properties
///
[DataField]
public float Prob = 0.3f;
///
/// chance of tile spreading to neighboring properties
///
[DataField]
public float ProbTile = 0.2f;
///
/// how often objects will try to set the neighbors on fire. In Seconds
///
[DataField]
public float SpreadCooldownMin = 4f;
///
/// how often objects will try to set the neighbors on fire. In Seconds
///
[DataField]
public float SpreadCooldownMax = 14f;
///
/// the time of the next fire spread
///
[DataField]
public TimeSpan NextSpreadTime { get; set; } = TimeSpan.Zero;
}