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https://github.com/space-syndicate/space-station-14.git
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* SpookyExtinguish, oooooo * comments, intensity * Use allowedIntensity in GhostSystem * commento-stuffed * GhostComponent: return to BooCount for sanity * unindento * fix ghost component, dependency order (holy shit) * More cleanup than feature at this point * Add partial to PoweredLightSystem * event field order, ghost system comments * Separate spooky, consistency w.r.t. DoGhostEvent * BooActionEvent handler to GhostSystem.Boo, fix ext * featuring kenny blankenship and vic romano * fix maximum value * Fix BooIntensity comment * remove whitespace * comments, RevenantSystem: set handled * "for a typical ghost" * Address PR suggestions * Use Handled, SpookyLight: BooIntensity->Intensity * Use Handled in BooActionEvent handler, update name * remove query * address beck-thompson's requested changes + Handled * ResponseIntensity setter, private Handled setter * Check Handled, not !Handled * there is a third * the hell was this using placement * Obsolete Extinguish, Try with Entity<T> * why wasn't this using TimeOffsetSerializer --------- Co-authored-by: iaada <iaada@users.noreply.github.com>
45 lines
1.5 KiB
C#
45 lines
1.5 KiB
C#
using Content.Shared.Dataset;
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using Content.Shared.Ghost.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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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(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
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public TimeSpan NextSpeakTime;
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/// <summary>
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/// The intensity of this response.
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/// </summary>
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[DataField]
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public GhostBooIntensity Intensity = GhostBooIntensity.Normal;
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}
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