using Content.Shared.Kitchen;
using Content.Shared.Storage;
using Robust.Shared.GameStates;
namespace Content.Shared.Nutrition.Components;
///
/// Indicates that the entity can be butchered.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
public sealed partial class ButcherableComponent : Component
{
///
/// List of the entities that this entity should spawn after being butchered.
///
///
/// Note that spawns one item at a time and decreases the amount until it's zero and then removes the entry.
///
[DataField("spawned", required: true), AutoNetworkedField]
public List SpawnedEntities = [];
///
/// Time required to butcher that entity.
///
[DataField, AutoNetworkedField]
public float ButcherDelay = 8.0f;
///
/// Tool type used to butcher that entity.
///
[DataField("butcheringType"), AutoNetworkedField]
public ButcheringType Type = ButcheringType.Knife;
}
public enum ButcheringType : byte
{
///
/// E.g. goliaths.
///
Knife,
///
/// E.g. monkeys.
///
Spike,
///
/// E.g. humans.
///
Gibber // TODO
}