using Content.Shared.Nutrition.Components;
using Robust.Shared.GameStates;
namespace Content.Shared.Kitchen.Components;
///
/// Applies to items that are capable of butchering entities, or
/// are otherwise sharp for some purpose.
///
[RegisterComponent, NetworkedComponent]
[AutoGenerateComponentState]
public sealed partial class SharpComponent : Component
{
///
/// List of the entities that are currently being butchered.
///
// TODO just make this a tool type. Move SharpSystem to shared.
[AutoNetworkedField]
public readonly HashSet Butchering = [];
///
/// Affects butcher delay of the .
///
[DataField, AutoNetworkedField]
public float ButcherDelayModifier = 1.0f;
///
/// Shitmed: Whether this item had SurgeryToolComponent before sharp was added.
///
[DataField]
public bool HadSurgeryTool;
///
/// Shitmed: Whether this item had ScalpelComponent before sharp was added.
///
[DataField]
public bool HadScalpel;
///
/// Shitmed: Whether this item had BoneSawComponent before sharp was added.
///
[DataField]
public bool HadBoneSaw;
}