using System;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Recycling.Components
{
[RegisterComponent]
public class RecyclableComponent : Component
[Dependency] private readonly IEntityManager _entMan = default!;
public override string Name => "Recyclable";
/// <summary>
/// The prototype that will be spawned on recycle.
/// </summary>
[DataField("prototype")] private string? _prototype;
/// The amount of things that will be spawned on recycle.
[DataField("amount")] private int _amount = 1;
/// Whether this is "safe" to recycle or not.
/// If this is false, the recycler's safety must be disabled to recycle it.
[DataField("safe")]
public bool Safe { get; set; } = true;
public void Recycle(float efficiency = 1f)
if(!string.IsNullOrEmpty(_prototype))
for (var i = 0; i < Math.Max(_amount * efficiency, 1); i++)
_entMan.SpawnEntity(_prototype, _entMan.GetComponent<TransformComponent>(Owner).Coordinates);
}
_entMan.QueueDeleteEntity(Owner);