#nullable enable
using System.Linq;
using Content.Server.GameObjects.Components.Observer;
using Content.Shared.Actions;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Actions
{
///
/// Blink lights and scare livings
///
[UsedImplicitly]
[DataDefinition]
public class GhostBoo : IInstantAction
{
[DataField("radius")] private float _radius = 3;
[DataField("cooldown")] private float _cooldown = 120;
[DataField("maxTargets")] private int _maxTargets = 3;
public void DoInstantAction(InstantActionEventArgs args)
{
if (!args.Performer.TryGetComponent(out var actions)) return;
// find all IGhostBooAffected nearby and do boo on them
var entityMan = args.Performer.EntityManager;
var ents = entityMan.GetEntitiesInRange(args.Performer, _radius, false);
var booCounter = 0;
foreach (var ent in ents)
{
var boos = ent.GetAllComponents().ToList();
foreach (var boo in boos)
{
if (boo.AffectedByGhostBoo(args))
booCounter++;
}
if (booCounter >= _maxTargets)
break;
}
actions.Cooldown(args.ActionType, Cooldowns.SecondsFromNow(_cooldown));
}
}
}