using Content.Shared.Botany.Systems; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; namespace Content.Shared.Botany.Items.Components; /// /// Component for a container for plant seed. Contains all info (values for components) for new plant to grow from seed. /// [RegisterComponent, NetworkedComponent, AutoGenerateComponentState] [Access(typeof(BotanySystem))] public sealed partial class SeedComponent : Component { /// /// Name of a base plant prototype to spawn. /// [DataField("plantId"), AutoNetworkedField] public EntProtoId PlantProtoId; /// /// Hidden entity with cloned plant components used to override defaults when planting. /// [DataField, AutoNetworkedField] public EntityUid? PlantData; /// /// If not null, overrides the plant's initial health. Otherwise, the plant's initial health is set to the Endurance value. /// [DataField, AutoNetworkedField] public float? HealthOverride; }