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