using Content.Shared.Storage;
using Robust.Shared.GameStates;
namespace Content.Shared.Nutrition.Components
{
///
/// Indicates that the entity can be thrown on a kitchen spike for butchering.
///
[RegisterComponent, NetworkedComponent]
public sealed partial class ButcherableComponent : Component
{
[DataField("spawned", required: true)]
public List SpawnedEntities = new();
[ViewVariables(VVAccess.ReadWrite), DataField("butcherDelay")]
public float ButcherDelay = 8.0f;
[ViewVariables(VVAccess.ReadWrite), DataField("butcheringType")]
public ButcheringType Type = ButcheringType.Knife;
///
/// Prevents butchering same entity on two and more spikes simultaneously and multiple doAfters on the same Spike
///
[ViewVariables]
public bool BeingButchered;
}
public enum ButcheringType : byte
{
Knife, // e.g. goliaths
Spike, // e.g. monkeys
Gibber // e.g. humans. TODO
}
}