using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Nutrition.Components;
///
/// A starting point for the creation of procedural food.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), Access(typeof(SharedFoodSequenceSystem))]
public sealed partial class FoodSequenceStartPointComponent : Component
{
///
/// A key that determines which types of food elements can be attached to a food.
///
[DataField(required: true)]
public string Key = string.Empty;
///
/// The maximum number of layers of food that can be placed on this item.
///
[DataField]
public int MaxLayers = 10;
///
/// Start shift from the center of the sprite where the first layer of food will be placed.
///
[DataField]
public Vector2 StartPosition = Vector2.Zero;
///
/// Shift from the start position applied to each subsequent layer.
///
[DataField]
public Vector2 Offset = Vector2.Zero;
///
/// Can we put more layers?
///
[DataField]
public bool Finished;
///
/// list of sprite states to be displayed on this object.
///
[DataField, AutoNetworkedField]
public List FoodLayers = new();
public HashSet RevealedLayers = new();
[DataField]
public string Solution = "food";
[DataField]
public LocId? NameGeneration;
[DataField]
public LocId? NamePrefix;
[DataField]
public LocId? ContentSeparator;
[DataField]
public LocId? NameSuffix;
}