* Add SpookySpeaker component/system * Shuffle Boo action targets before trying to activate them * Add SpookySpeaker to vending machines * Fix chatcode eating messages starting with "..." * Add SpookySpeaker to recycler * Oops * Decrease speak probability for vending machines * Add spooky speaker to arcade machines
38 lines
1.2 KiB
C#
38 lines
1.2 KiB
C#
using Content.Shared.Dataset;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Ghost.Components;
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/// <summary>
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/// Causes this entity to react to ghost player using the "Boo!" action by speaking
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/// a randomly chosen message from a specified set.
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/// </summary>
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[RegisterComponent, AutoGenerateComponentPause]
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public sealed partial class SpookySpeakerComponent : Component
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{
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/// <summary>
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/// ProtoId of the LocalizedDataset to use for messages.
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/// </summary>
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[DataField(required: true)]
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public ProtoId<LocalizedDatasetPrototype> MessageSet;
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/// <summary>
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/// Probability that this entity will speak if activated by a Boo action.
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/// This is so whole banks of entities don't trigger at the same time.
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/// </summary>
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[DataField]
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public float SpeakChance = 0.5f;
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/// <summary>
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/// Minimum time that must pass after speaking before this entity can speak again.
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/// </summary>
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[DataField]
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public TimeSpan Cooldown = TimeSpan.FromSeconds(30);
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/// <summary>
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/// Time when the cooldown will have elapsed and the entity can speak again.
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/// </summary>
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[DataField, AutoPausedField]
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public TimeSpan NextSpeakTime;
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}
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