using Content.Shared.Botany.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Botany.Items.Components;
///
/// Component that stores produce data for a plant.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(BotanySystem))]
public sealed partial class ProduceComponent : Component
{
///
/// Name of a base plant prototype to spawn when extracting seeds.
///
[DataField("plantId"), AutoNetworkedField]
public EntProtoId? PlantProtoId;
///
/// Hidden entity with cloned plant components.
/// Used to create a when this produce has its seeds extracted.
///
[DataField, AutoNetworkedField]
public EntityUid? PlantData;
///
/// Name of the solution container that holds the produce's contents.
///
[DataField]
public string TargetSolution = "food";
///
/// Divider for the nutrient bonus when composting this produce.
///
[DataField]
public float NutrientDivider = 2.5f;
}