using Content.Server.Spawners.EntitySystems; using Content.Shared.EntityTable.EntitySelectors; using Robust.Shared.Prototypes; namespace Content.Server.Spawners.Components; /// /// A spawner that randomly spawns entities according to an . /// [RegisterComponent, EntityCategory("Spawner"), Access(typeof(ConditionalSpawnerSystem))] public sealed partial class EntityTableSpawnerComponent : Component { /// /// Table that determines what gets spawned. /// [DataField(required: true)] public EntityTableSelector Table = default!; /// /// Maximum distance in meters to scatter spawned entities from the spawner. /// /// /// Spawned entities are created in a disk this size around the spawner. /// [DataField] public float Offset = 0.2f; /// /// A variable meaning whether the spawn will /// be able to be used again or whether /// it will be destroyed after the first use /// [DataField] public bool DeleteSpawnerAfterSpawn = true; /// /// Marker, if produced entities should be spawned stacked if they could be. /// [DataField] public bool AutoStack = false; }