67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Set;
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namespace Content.Shared.Damage.ForceSay;
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/// <summary>
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/// This is used for forcing clients to send messages with a suffix attached (like -GLORF) when taking large amounts
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/// of damage, or things like entering crit or being stunned.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class DamageForceSayComponent : Component
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{
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/// <summary>
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/// The localization string that the message & suffix will be passed into
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/// </summary>
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[DataField]
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public LocId ForceSayMessageWrap = "damage-force-say-message-wrap";
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/// <summary>
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/// Same as <see cref="ForceSayMessageWrap"/> but for cases where no suffix is used,
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/// such as when going into crit.
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/// </summary>
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[DataField]
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public LocId ForceSayMessageWrapNoSuffix = "damage-force-say-message-wrap-no-suffix";
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/// <summary>
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/// The fluent string prefix to use when picking a random suffix
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/// </summary>
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[DataField]
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public string ForceSayStringPrefix = "damage-force-say-";
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/// <summary>
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/// The number of suffixes that exist for use with <see cref="ForceSayStringPrefix"/>.
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/// i.e. (prefix)-1 through (prefix)-(count)
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/// </summary>
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[DataField]
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public int ForceSayStringCount = 7;
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/// <summary>
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/// The amount of total damage between <see cref="ValidDamageGroups"/> that needs to be taken before
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/// a force say occurs.
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/// </summary>
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[DataField]
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public FixedPoint2 DamageThreshold = FixedPoint2.New(5);
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/// <summary>
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/// A list of damage group types that are considered when checking <see cref="DamageThreshold"/>.
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/// </summary>
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[DataField]
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public HashSet<ProtoId<DamageGroupPrototype>>? ValidDamageGroups = new()
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{
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"Brute",
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"Burn",
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};
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/// <summary>
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/// The time enforced between force says to avoid spam.
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/// </summary>
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[DataField]
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public TimeSpan Cooldown = TimeSpan.FromSeconds(5.0);
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public TimeSpan? NextAllowedTime = null;
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}
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