using Content.Shared.Body.Components;
using Content.Shared.FixedPoint;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Nutrition.Prototypes;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Nutrition.Components;
///
/// This is used on an entity with a solution container to flag a specific solution as being able to have its
/// reagents consumed directly.
///
[RegisterComponent, NetworkedComponent, Access(typeof(IngestionSystem))]
public sealed partial class EdibleComponent : Component
{
///
/// Name of the solution that stores the consumable reagents
///
[DataField]
public string Solution = "food";
///
/// Should this entity be deleted when our solution is emptied?
///
[DataField]
public bool DestroyOnEmpty = true;
///
/// Trash we spawn when eaten, will not spawn if the item isn't deleted when empty.
///
[DataField]
public List Trash = new();
///
/// How much of our solution is eaten on a do-after completion. Set to null to eat the whole thing.
///
[DataField]
public FixedPoint2? TransferAmount = FixedPoint2.New(5);
///
/// Acceptable utensils to use
///
[DataField]
public UtensilType Utensil = UtensilType.Fork; //There are more "solid" than "liquid" food
///
/// Do we need a utensil to access this solution?
///
[DataField]
public bool UtensilRequired;
///
/// If this is set to true, food can only be eaten if you have a stomach with a
/// that includes this entity in its whitelist,
/// rather than just being digestible by anything that can eat food.
/// Whitelist the food component to allow eating of normal food.
///
[DataField]
public bool RequiresSpecialDigestion;
///
/// How long it takes to eat the food personally.
///
[DataField]
public TimeSpan Delay = TimeSpan.FromSeconds(1f);
///
/// This is how many seconds it takes to force-feed someone this food.
/// Should probably be smaller for small items like pills.
///
[DataField]
public TimeSpan ForceFeedDelay = TimeSpan.FromSeconds(3f);
///
/// For mobs that are food, requires killing them before eating.
///
[DataField]
public bool RequireDead = true;
///
/// Verb, icon, and sound data for our edible.
///
[DataField]
public ProtoId Edible = IngestionSystem.Food;
}