using Content.Shared.Dataset;
using Robust.Shared.Prototypes;
namespace Content.Server.Ghost.Components;
///
/// Causes this entity to react to ghost player using the "Boo!" action by speaking
/// a randomly chosen message from a specified set.
///
[RegisterComponent, AutoGenerateComponentPause]
public sealed partial class SpookySpeakerComponent : Component
{
///
/// ProtoId of the LocalizedDataset to use for messages.
///
[DataField(required: true)]
public ProtoId MessageSet;
///
/// 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.
///
[DataField]
public float SpeakChance = 0.5f;
///
/// Minimum time that must pass after speaking before this entity can speak again.
///
[DataField]
public TimeSpan Cooldown = TimeSpan.FromSeconds(30);
///
/// Time when the cooldown will have elapsed and the entity can speak again.
///
[DataField, AutoPausedField]
public TimeSpan NextSpeakTime;
}