using Content.Shared.Chemistry.EntitySystems;
using Robust.Shared.GameStates;
namespace Content.Shared.Chemistry.Components;
[RegisterComponent, NetworkedComponent, Access(typeof(SolutionSpikerSystem))]
public sealed partial class SolutionSpikerComponent : Component
{
///
/// The source solution to take the reagents from in order
/// to spike the other solution container.
///
[DataField(required: true)]
public string SourceSolution = string.Empty;
///
/// If spiking with this entity should ignore empty containers or not.
///
[DataField]
public bool IgnoreEmpty;
///
/// If true, the entity is deleted after spiking.
/// This is almost certainly what you want.
///
[DataField]
public bool Delete = true;
///
/// What should pop up when spiking with this entity.
///
[DataField]
public LocId Popup = "spike-solution-generic";
///
/// What should pop up when spiking fails because the container was empty.
///
[DataField]
public LocId PopupEmpty = "spike-solution-empty-generic";
}