using Content.Shared.Storage.EntitySystems;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
namespace Content.Shared.Storage.Components;
///
/// This is used for things like paper bins, in which
/// you can only take off of the top of the bin.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(BinSystem))]
public sealed partial class BinComponent : Component
{
///
/// The containers that contain the items held in the bin
///
[ViewVariables]
public Container ItemContainer = default!;
///
/// A list representing the order in which
/// all the entities are stored in the bin.
///
///
/// The only reason this isn't a stack is so that
/// i can handle entities being deleted and removed
/// out of order by other systems
///
[DataField, AutoNetworkedField]
public List Items = new();
///
/// The items that start in the bin. Sorted in order.
///
[DataField]
public List InitialContents = new();
///
/// A whitelist governing what items can be inserted into the bin.
///
[DataField, AutoNetworkedField]
public EntityWhitelist? Whitelist;
///
/// The maximum amount of items
/// that can be stored in the bin.
///
[DataField, AutoNetworkedField]
public int MaxItems = 20;
}