using Content.Shared.Chemistry.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Shared.Chemistry.Components;
///
/// Basically reverse spiking, instead of using the solution-entity on a beaker, you use the beaker on the solution-entity.
/// If there is not enough volume it will stay in the solution-entity rather than spill onto the floor.
///
[RegisterComponent, NetworkedComponent, Access(typeof(ScoopableSolutionSystem))]
public sealed partial class ScoopableSolutionComponent : Component
{
///
/// Solution name that can be scooped from.
///
[DataField]
public string Solution = "default";
///
/// If true, when the whole solution is scooped up the entity will be deleted.
///
[DataField]
public bool Delete = true;
///
/// Popup to show the user when scooping.
/// Passed entities "scooped" and "beaker".
///
[DataField]
public LocId Popup = "scoopable-component-popup";
}