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;
/// <summary>
/// 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.
/// </summary>
[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 <see cref="ForceSayMessageWrap"/> but for cases where no suffix is used,
/// such as when going into crit.
public LocId ForceSayMessageWrapNoSuffix = "damage-force-say-message-wrap-no-suffix";
/// The fluent string prefix to use when picking a random suffix
public ProtoId<LocalizedDatasetPrototype> ForceSayStringDataset = "ForceSayStringDataset";
/// The amount of total damage between <see cref="ValidDamageGroups"/> that needs to be taken before
/// a force say occurs.
public FixedPoint2 DamageThreshold = FixedPoint2.New(5);
/// A list of damage group types that are considered when checking <see cref="DamageThreshold"/>.
public HashSet<ProtoId<DamageGroupPrototype>>? ValidDamageGroups = new()
"Brute",
"Burn",
};
/// The time enforced between force says to avoid spam.
public TimeSpan Cooldown = TimeSpan.FromSeconds(5.0);
public TimeSpan? NextAllowedTime = null;
}