using Content.Shared.Chat.Prototypes;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects;
///
public sealed partial class Emote : EntityEffectBase
{
///
/// The emote the entity will preform.
///
[DataField("emote", required: true)]
public ProtoId EmoteId;
///
/// If the emote should be recorded in chat.
///
[DataField]
public bool ShowInChat;
///
/// If the forced emote will be listed in the guidebook.
///
[DataField]
public bool ShowInGuidebook;
///
/// If true, the entity will preform the emote even if they normally can't.
///
[DataField]
public bool Force;
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
{
if (!ShowInGuidebook || !prototype.Resolve(EmoteId, out var emote))
return null; // JUSTIFICATION: Emoting is mostly flavor, so same reason popup messages are not in here.
return Loc.GetString("entity-effect-guidebook-emote", ("chance", Probability), ("emote", Loc.GetString(emote.Name)));
}
}