Intercom buffs and fixes (#29580)

* Intercom buffs and fixes

* remove unused bui state

* mild sec intercom buff

* reinforce sec intercoms
This commit is contained in:
Nemanja
2024-07-07 10:19:10 -04:00
committed by GitHub
parent 063c5de985
commit 0e9ed36b85
22 changed files with 338 additions and 136 deletions

View File

@@ -1,3 +1,4 @@
using System.Linq;
using Content.Server.Chat.Systems;
using Content.Server.Interaction;
using Content.Server.Popups;
@@ -6,13 +7,10 @@ using Content.Server.Power.EntitySystems;
using Content.Server.Radio.Components;
using Content.Server.Speech;
using Content.Server.Speech.Components;
using Content.Shared.UserInterface;
using Content.Shared.Chat;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Radio;
using Content.Shared.Radio.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
namespace Content.Server.Radio.EntitySystems;
@@ -28,7 +26,6 @@ public sealed class RadioDeviceSystem : EntitySystem
[Dependency] private readonly RadioSystem _radio = default!;
[Dependency] private readonly InteractionSystem _interaction = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
// Used to prevent a shitter from using a bunch of radios to spam chat.
private HashSet<(string, EntityUid)> _recentlySent = new();
@@ -47,7 +44,7 @@ public sealed class RadioDeviceSystem : EntitySystem
SubscribeLocalEvent<RadioSpeakerComponent, ActivateInWorldEvent>(OnActivateSpeaker);
SubscribeLocalEvent<RadioSpeakerComponent, RadioReceiveEvent>(OnReceiveRadio);
SubscribeLocalEvent<IntercomComponent, BeforeActivatableUIOpenEvent>(OnBeforeIntercomUiOpen);
SubscribeLocalEvent<IntercomComponent, EncryptionChannelsChangedEvent>(OnIntercomEncryptionChannelsChanged);
SubscribeLocalEvent<IntercomComponent, ToggleIntercomMicMessage>(OnToggleIntercomMic);
SubscribeLocalEvent<IntercomComponent, ToggleIntercomSpeakerMessage>(OnToggleIntercomSpeaker);
SubscribeLocalEvent<IntercomComponent, SelectIntercomChannelMessage>(OnSelectIntercomChannel);
@@ -150,18 +147,18 @@ public sealed class RadioDeviceSystem : EntitySystem
SetSpeakerEnabled(uid, user, !component.Enabled, quiet, component);
}
public void SetSpeakerEnabled(EntityUid uid, EntityUid user, bool enabled, bool quiet = false, RadioSpeakerComponent? component = null)
public void SetSpeakerEnabled(EntityUid uid, EntityUid? user, bool enabled, bool quiet = false, RadioSpeakerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Enabled = enabled;
if (!quiet)
if (!quiet && user != null)
{
var state = Loc.GetString(component.Enabled ? "handheld-radio-component-on-state" : "handheld-radio-component-off-state");
var message = Loc.GetString("handheld-radio-component-on-use", ("radioState", state));
_popup.PopupEntity(message, user, user);
_popup.PopupEntity(message, user.Value, user.Value);
}
_appearance.SetData(uid, RadioDeviceVisuals.Speaker, component.Enabled);
@@ -213,61 +210,74 @@ public sealed class RadioDeviceSystem : EntitySystem
var nameEv = new TransformSpeakerNameEvent(args.MessageSource, Name(args.MessageSource));
RaiseLocalEvent(args.MessageSource, nameEv);
var name = Loc.GetString("speech-name-relay", ("speaker", Name(uid)),
var name = Loc.GetString("speech-name-relay",
("speaker", Name(uid)),
("originalName", nameEv.Name));
// log to chat so people can identity the speaker/source, but avoid clogging ghost chat if there are many radios
_chat.TrySendInGameICMessage(uid, args.Message, InGameICChatType.Whisper, ChatTransmitRange.GhostRangeLimit, nameOverride: name, checkRadioPrefix: false);
}
private void OnBeforeIntercomUiOpen(EntityUid uid, IntercomComponent component, BeforeActivatableUIOpenEvent args)
private void OnIntercomEncryptionChannelsChanged(Entity<IntercomComponent> ent, ref EncryptionChannelsChangedEvent args)
{
UpdateIntercomUi(uid, component);
ent.Comp.SupportedChannels = args.Component.Channels.Select(p => new ProtoId<RadioChannelPrototype>(p)).ToList();
var channel = args.Component.DefaultChannel;
if (ent.Comp.CurrentChannel != null && ent.Comp.SupportedChannels.Contains(ent.Comp.CurrentChannel.Value))
channel = ent.Comp.CurrentChannel;
SetIntercomChannel(ent, channel);
}
private void OnToggleIntercomMic(EntityUid uid, IntercomComponent component, ToggleIntercomMicMessage args)
private void OnToggleIntercomMic(Entity<IntercomComponent> ent, ref ToggleIntercomMicMessage args)
{
if (component.RequiresPower && !this.IsPowered(uid, EntityManager))
if (ent.Comp.RequiresPower && !this.IsPowered(ent, EntityManager))
return;
SetMicrophoneEnabled(uid, args.Actor, args.Enabled, true);
UpdateIntercomUi(uid, component);
SetMicrophoneEnabled(ent, args.Actor, args.Enabled, true);
ent.Comp.MicrophoneEnabled = args.Enabled;
Dirty(ent);
}
private void OnToggleIntercomSpeaker(EntityUid uid, IntercomComponent component, ToggleIntercomSpeakerMessage args)
private void OnToggleIntercomSpeaker(Entity<IntercomComponent> ent, ref ToggleIntercomSpeakerMessage args)
{
if (component.RequiresPower && !this.IsPowered(uid, EntityManager))
if (ent.Comp.RequiresPower && !this.IsPowered(ent, EntityManager))
return;
SetSpeakerEnabled(uid, args.Actor, args.Enabled, true);
UpdateIntercomUi(uid, component);
SetSpeakerEnabled(ent, args.Actor, args.Enabled, true);
ent.Comp.SpeakerEnabled = args.Enabled;
Dirty(ent);
}
private void OnSelectIntercomChannel(EntityUid uid, IntercomComponent component, SelectIntercomChannelMessage args)
private void OnSelectIntercomChannel(Entity<IntercomComponent> ent, ref SelectIntercomChannelMessage args)
{
if (component.RequiresPower && !this.IsPowered(uid, EntityManager))
if (ent.Comp.RequiresPower && !this.IsPowered(ent, EntityManager))
return;
if (!_protoMan.TryIndex<RadioChannelPrototype>(args.Channel, out _) || !component.SupportedChannels.Contains(args.Channel))
if (!_protoMan.HasIndex<RadioChannelPrototype>(args.Channel) || !ent.Comp.SupportedChannels.Contains(args.Channel))
return;
if (TryComp<RadioMicrophoneComponent>(uid, out var mic))
mic.BroadcastChannel = args.Channel;
if (TryComp<RadioSpeakerComponent>(uid, out var speaker))
speaker.Channels = new(){ args.Channel };
UpdateIntercomUi(uid, component);
SetIntercomChannel(ent, args.Channel);
}
private void UpdateIntercomUi(EntityUid uid, IntercomComponent component)
private void SetIntercomChannel(Entity<IntercomComponent> ent, ProtoId<RadioChannelPrototype>? channel)
{
var micComp = CompOrNull<RadioMicrophoneComponent>(uid);
var speakerComp = CompOrNull<RadioSpeakerComponent>(uid);
ent.Comp.CurrentChannel = channel;
var micEnabled = micComp?.Enabled ?? false;
var speakerEnabled = speakerComp?.Enabled ?? false;
var availableChannels = component.SupportedChannels;
var selectedChannel = micComp?.BroadcastChannel ?? SharedChatSystem.CommonChannel;
var state = new IntercomBoundUIState(micEnabled, speakerEnabled, availableChannels, selectedChannel);
_ui.SetUiState(uid, IntercomUiKey.Key, state);
if (channel == null)
{
SetSpeakerEnabled(ent, null, false);
SetMicrophoneEnabled(ent, null, false);
ent.Comp.MicrophoneEnabled = false;
ent.Comp.SpeakerEnabled = false;
Dirty(ent);
return;
}
if (TryComp<RadioMicrophoneComponent>(ent, out var mic))
mic.BroadcastChannel = channel;
if (TryComp<RadioSpeakerComponent>(ent, out var speaker))
speaker.Channels = new(){ channel };
Dirty(ent);
}
}