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; }