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;
}