using System.Numerics;
using Content.Shared.Nutrition.EntitySystems;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
namespace Content.Shared.Nutrition.Components;
///
/// Tndicates that this entity can be inserted into FoodSequence, which will transfer all reagents to the target.
///
[RegisterComponent, Access(typeof(SharedFoodSequenceSystem))]
public sealed partial class FoodSequenceElementComponent : Component
{
///
/// the same object can be used in different sequences, and it will have a different sprite in different sequences.
///
[DataField(required: true)]
public Dictionary Entries = new();
///
/// which solution we will add to the main dish
///
[DataField]
public string Solution = "food";
///
/// state used to generate the appearance of the added layer
///
[DataField]
public SpriteSpecifier? Sprite;
}
[DataRecord, Serializable, NetSerializable]
public sealed class FoodSequenceElementEntry
{
///
/// A localized name piece to build into the item name generator.
///
public LocId? Name { get; set; } = null;
///
/// overriding default sprite
///
public SpriteSpecifier? Sprite { get; set; } = null;
///
/// If the layer is the final one, it can be added over the limit, but no other layers can be added after it.
///
public bool Final { get; set; } = false;
///
/// the shear of a particular layer. Allows a little "randomization" of each layer.
///
public Vector2 LocalOffset { get; set; } = Vector2.Zero;
}