namespace Content.Server.StationEvents.Components;
///
/// Gamerule component to mess up ai/borg laws when started.
///
[RegisterComponent]
public sealed partial class IonStormRuleComponent : Component
{
// DV start - Synthetic tweaks
///
/// The chance that a synth gets electrocuted by the ion storm.
///
[DataField]
public float SynthElectrocutionChance = 0.6f;
///
/// The minimum delay before a synth affected by the ion storm gets electrocuted. (in seconds)
///
[DataField]
public int SynthElectrocutionDelayMin = 3;
///
/// The maximum delay before a synth affected by the ion storm gets electrocuted. (in seconds)
///
[DataField]
public int SynthElectrocutionDelayMax = 10;
///
/// The minimum damage dealt by the synth electrocution. (shock damage)
///
[DataField]
public int SynthElectrocutionDamageMin = 5;
///
/// The maximum damage dealt by the synth electrocution. (shock damage)
/// 8
[DataField]
public int SynthElectrocutionDamageMax = 10;
///
/// How long the synth is stunned for by the electrocution. (in seconds)
///
[DataField]
public int SynthElectrocutionStunDuration = 3;
// DV end - synthetic tweaks
}