using Content.Shared.Weapons.Ranged.Systems;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Weapons.Ranged.Components;
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(fieldDeltas: true), Access(typeof(SharedGunSystem))]
public sealed partial class SolutionAmmoProviderComponent : Component
{
///
/// The solution where reagents are extracted from for the projectile.
///
[DataField(required: true), AutoNetworkedField]
public string SolutionId = default!;
///
/// How much reagent it costs to fire once.
///
[DataField, AutoNetworkedField]
public float FireCost = 5;
///
/// The amount of shots currently available.
/// used for network predictions.
///
[DataField, AutoNetworkedField]
public int Shots;
///
/// The max amount of shots the gun can fire.
/// used for network prediction
///
[DataField, AutoNetworkedField]
public int MaxShots;
///
/// The prototype that's fired by the gun.
///
[DataField("proto")]
public EntProtoId Prototype;
}