using Content.Server.Body.Components;
using Content.Server.Chemistry.EntitySystems;
using Content.Server.Nutrition.EntitySystems;
using Content.Shared.FixedPoint;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Nutrition.Components;
[RegisterComponent, Access(typeof(FoodSystem))]
public sealed partial class FoodComponent : Component
{
[DataField]
public string Solution = "food";
[DataField]
public SoundSpecifier UseSound = new SoundPathSpecifier("/Audio/Items/eatfood.ogg");
[DataField]
public EntProtoId? TrashPrototype;
[DataField]
public FixedPoint2? TransferAmount = FixedPoint2.New(5);
///
/// Acceptable utensil to use
///
[DataField]
public UtensilType Utensil = UtensilType.Fork; //There are more "solid" than "liquid" food
///
/// Is utensil required to eat this food
///
[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;
///
/// Stomachs required to digest this entity.
/// Used to simulate 'ruminant' digestive systems (which can digest grass)
///
[DataField]
public int RequiredStomachs = 1;
///
/// The localization identifier for the eat message. Needs a "food" entity argument passed to it.
///
[DataField]
public string EatMessage = "food-nom";
///
/// How long it takes to eat the food personally.
///
[DataField]
public float Delay = 1;
///
/// This is how many seconds it takes to force feed someone this food.
/// Should probably be smaller for small items like pills.
///
[DataField]
public float ForceFeedDelay = 3;
}