CatStation/Content.Server/Ghost/Components/SpookyExtinguishableComponent.cs
Whatstone 7c7544e014
Add the ability for ghosts to extinguish candles. (#44810)
* 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>
2026-08-04 05:15:17 +00:00

35 lines
1.1 KiB
C#

using Content.Shared.Ghost.Components;
using Robust.Shared.Audio;
namespace Content.Server.Ghost.Components;
/// <summary>
/// Causes an entity to react to ghost player using the "Boo!" action by
/// extinguishing the entity.
/// </summary>
/// <seealso cref="FlammableComponent"/>
/// <seealso cref="GhostBooEvent"/>
[RegisterComponent]
public sealed partial class SpookyExtinguishableComponent : Component
{
/// <summary>
/// The likelihood that a <see cref="GhostBooEvent"/> extinguishes this entity.
/// </summary>
[DataField]
public float ExtinguishChance = 0.8f;
/// <summary>
/// The intensity of this response.
/// </summary>
/// <remarks>
/// Extinguishing a candle, for example, is less distracting than a flickering light, so the default is Subtle.
/// </remarks>
[DataField]
public GhostBooIntensity Intensity = GhostBooIntensity.Subtle;
/// <summary>
/// An optional sound that should play when this is extinguished.
/// </summary>
[DataField]
public SoundSpecifier? ExtinguishSound = new SoundPathSpecifier("/Audio/Effects/quick_exhale.ogg");
}