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using Content.Shared.Dataset; | ||
using Robust.Shared.Prototypes; | ||
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namespace Content.Server.Ghost.Components; | ||
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/// <summary> | ||
/// Causes this entity to react to ghost player using the "Boo!" action by speaking | ||
/// a randomly chosen message from a specified set. | ||
/// </summary> | ||
[RegisterComponent, AutoGenerateComponentPause] | ||
public sealed partial class SpookySpeakerComponent : Component | ||
{ | ||
/// <summary> | ||
/// ProtoId of the LocalizedDataset to use for messages. | ||
/// </summary> | ||
[DataField(required: true)] | ||
public ProtoId<LocalizedDatasetPrototype> MessageSet; | ||
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/// <summary> | ||
/// Probability that this entity will speak if activated by a Boo action. | ||
/// This is so whole banks of entities don't trigger at the same time. | ||
/// </summary> | ||
[DataField] | ||
public float SpeakChance = 0.5f; | ||
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/// <summary> | ||
/// Minimum time that must pass after speaking before this entity can speak again. | ||
/// </summary> | ||
[DataField] | ||
public TimeSpan Cooldown = TimeSpan.FromSeconds(30); | ||
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/// <summary> | ||
/// Time when the cooldown will have elapsed and the entity can speak again. | ||
/// </summary> | ||
[DataField, AutoPausedField] | ||
public TimeSpan NextSpeakTime; | ||
} |
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