local Assets =
{
	Asset("ANIM", "anim/dy_x.zip"),
    Asset("ATLAS", "images/inventoryimages/fhl_x.xml"),
}

local prefabs = 
{
	"spoiled_food",
}

local function define(inst)
	if inst and GetClock():IsNight() then
		if math.random()>.2 then		
			inst.components.edible.healthvalue = 20
			inst.components.edible.hungervalue = 60
			inst.components.edible.sanityvalue = 20
		else
			inst.components.edible.healthvalue = -10
			inst.components.edible.hungervalue = 42
			inst.components.edible.sanityvalue = 15
		end
	else 
		if math.random()>.2 then
			inst.components.edible.healthvalue = -100
			inst.components.edible.hungervalue = 20
			inst.components.edible.sanityvalue = -20
		else
			inst.components.edible.healthvalue = 10
			inst.components.edible.hungervalue = 30
			inst.components.edible.sanityvalue = 10
		end
	end
end

local function fn(Sim)
	local inst = CreateEntity()
	inst.entity:AddTransform()
	inst.entity:AddAnimState()
--	inst.entity:AddNetwork()

	MakeInventoryPhysics(inst)
	MakeSmallBurnable(inst)
	MakeSmallPropagator(inst)
	
	inst.AnimState:SetBank("dy_x")
	inst.AnimState:SetBuild("dy_x")
	inst.AnimState:PlayAnimation("idle")
	
	inst:AddTag("preparedfood")
	inst:AddTag("honeyed")

	--if not TheNet:GetIsServer() then
    --    return inst
    --end
	
--	inst.entity:SetPristine()
--    if not TheWorld.ismastersim then
--        return inst
 --   end
	
	inst:AddComponent("edible")
	define(inst)
	inst.components.edible.foodtype = "MEAT"
	
	--inst.components.edible.healthvalue = -100
	--inst.components.edible.hungervalue = 120
	--inst.components.edible.sanityvalue = -60

	inst:AddComponent("inspectable")

	inst:AddComponent("inventoryitem")
	inst.components.inventoryitem.atlasname = "images/inventoryimages/fhl_x.xml"

	inst:AddComponent("stackable")
	inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM

	inst:AddComponent("perishable")
	inst.components.perishable:SetPerishTime(TUNING.PERISH_PRESERVED*100)
	inst.components.perishable:StartPerishing()
	inst.components.perishable.onperishreplacement = "spoiled_food"

	inst:AddComponent("bait")
	
	inst:AddComponent("tradable")
	
	return inst
end


return Prefab( "common/inventory/fhl_x", fn, Assets )