Refactor AccentManager to be an entity system, makes accents ECS. (#4825)
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commit
4c80fb9586
@@ -375,6 +375,7 @@ namespace Content.Server.Chat.Managers
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public void RegisterChatTransform(TransformChat handler)
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public void RegisterChatTransform(TransformChat handler)
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{
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{
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// TODO: Literally just make this an event...
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_chatTransformHandlers.Add(handler);
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_chatTransformHandlers.Add(handler);
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}
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}
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}
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}
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@@ -72,7 +72,6 @@ namespace Content.Server.Entry
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IoCManager.Resolve<IServerDbManager>().Init();
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IoCManager.Resolve<IServerDbManager>().Init();
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IoCManager.Resolve<IServerPreferencesManager>().Init();
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IoCManager.Resolve<IServerPreferencesManager>().Init();
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IoCManager.Resolve<INodeGroupFactory>().Initialize();
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IoCManager.Resolve<INodeGroupFactory>().Initialize();
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IoCManager.Resolve<IAccentManager>().Initialize();
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_voteManager.Initialize();
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_voteManager.Initialize();
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}
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}
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@@ -44,7 +44,6 @@ namespace Content.Server.IoC
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IoCManager.Register<INodeGroupFactory, NodeGroupFactory>();
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IoCManager.Register<INodeGroupFactory, NodeGroupFactory>();
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IoCManager.Register<BlackboardManager, BlackboardManager>();
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IoCManager.Register<BlackboardManager, BlackboardManager>();
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IoCManager.Register<ConsiderationsManager, ConsiderationsManager>();
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IoCManager.Register<ConsiderationsManager, ConsiderationsManager>();
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IoCManager.Register<IAccentManager, AccentManager>();
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IoCManager.Register<IConnectionManager, ConnectionManager>();
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IoCManager.Register<IConnectionManager, ConnectionManager>();
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IoCManager.Register<IObjectivesManager, ObjectivesManager>();
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IoCManager.Register<IObjectivesManager, ObjectivesManager>();
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IoCManager.Register<IAdminManager, AdminManager>();
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IoCManager.Register<IAdminManager, AdminManager>();
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@@ -1,39 +0,0 @@
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using System.Text.RegularExpressions;
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using Content.Server.Chat.Managers;
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using Content.Server.Speech.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Speech
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{
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public interface IAccentManager
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{
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public void Initialize();
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}
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public class AccentManager : IAccentManager
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public static readonly Regex SentenceRegex = new(@"(?<=[\.!\?])");
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public void Initialize()
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{
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IoCManager.InjectDependencies(this);
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_chatManager.RegisterChatTransform(AccentHandler);
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}
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public string AccentHandler(IEntity player, string message)
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{
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//TODO: give accents a prio?
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var accents = _entityManager.GetComponents<IAccentComponent>(player.Uid);
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foreach (var accent in accents)
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{
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message = accent.Accentuate(message);
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}
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return message;
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}
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}
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}
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49
Content.Server/Speech/AccentSystem.cs
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49
Content.Server/Speech/AccentSystem.cs
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@@ -0,0 +1,49 @@
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using System.Text.RegularExpressions;
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using Content.Server.Chat.Managers;
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using Content.Server.Speech.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Speech
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{
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public class AccentSystem : EntitySystem
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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public static readonly Regex SentenceRegex = new(@"(?<=[\.!\?])");
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public override void Initialize()
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{
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_chatManager.RegisterChatTransform(AccentHandler);
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}
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public string AccentHandler(IEntity player, string message)
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{
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var accentEvent = new AccentGetEvent(player.Uid, message);
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RaiseLocalEvent(player.Uid, accentEvent);
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return accentEvent.Message;
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}
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}
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public class AccentGetEvent : EntityEventArgs
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{
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/// <summary>
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/// The entity to apply the accent to.
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/// </summary>
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public EntityUid Entity { get; }
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/// <summary>
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/// The message to apply the accent transformation to.
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/// Modify this to apply the accent.
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/// </summary>
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public string Message { get; set; }
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public AccentGetEvent(EntityUid entity, string message)
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{
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Entity = entity;
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Message = message;
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}
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}
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}
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@@ -1,80 +0,0 @@
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using System.Linq;
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using System.Text;
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using Content.Server.Administration;
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using Content.Server.Speech.Components;
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using Content.Shared.Administration;
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using Robust.Server.Player;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Server.Speech
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{
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[AdminCommand(AdminFlags.Fun)]
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public class AddAccent : IConsoleCommand
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{
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public string Command => "addaccent";
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public string Description => "Add a speech component to the current player";
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public string Help => $"{Command} <component>/?";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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var player = shell.Player as IPlayerSession;
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if (player?.AttachedEntity == null)
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{
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shell.WriteLine("You don't have an entity!");
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return;
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}
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if (args.Length == 0)
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{
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shell.WriteLine(Help);
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return;
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}
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var compFactory = IoCManager.Resolve<IComponentFactory>();
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if (args[0] == "?")
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{
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// Get all components that implement the ISpeechComponent except
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var speeches = compFactory.GetAllRefTypes()
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.Where(c => typeof(IAccentComponent).IsAssignableFrom(c) && c.IsClass);
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var msg = new StringBuilder();
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foreach(var s in speeches)
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{
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msg.Append($"{compFactory.GetRegistration(s).Name}\n");
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}
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shell.WriteLine(msg.ToString());
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}
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else
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{
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var name = args[0];
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// Try to get the Component
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if (!compFactory.TryGetRegistration(name, out var registration, true))
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{
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shell.WriteLine($"Accent {name} not found. Try {Command} ? to get a list of all applicable accents.");
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return;
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}
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var type = registration.Type;
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// Check if that already exists
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if (player.AttachedEntity.HasComponent(type))
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{
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shell.WriteLine("You already have this accent!");
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return;
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}
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// Generic fuckery
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var ensure = typeof(IEntity).GetMethod("AddComponent");
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if (ensure == null)
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return;
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var method = ensure.MakeGenericMethod(type);
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method.Invoke(player.AttachedEntity, null);
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}
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}
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}
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}
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@@ -1,18 +1,10 @@
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using System;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Speech.Components
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namespace Content.Server.Speech.Components
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{
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{
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[RegisterComponent]
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[RegisterComponent]
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public class BackwardsAccentComponent : Component, IAccentComponent
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public class BackwardsAccentComponent : Component
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{
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{
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public override string Name => "BackwardsAccent";
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public override string Name => "BackwardsAccent";
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public string Accentuate(string message)
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{
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var arr = message.ToCharArray();
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Array.Reverse(arr);
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return new string(arr);
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}
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}
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}
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}
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}
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@@ -1,12 +0,0 @@
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namespace Content.Server.Speech.Components
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{
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internal interface IAccentComponent
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{
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/// <summary>
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/// Transforms a message with the given Accent
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/// </summary>
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/// <param name="message">The spoken message</param>
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/// <returns>The message after the transformation</returns>
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public string Accentuate(string message);
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}
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}
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@@ -1,23 +1,10 @@
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.Speech.Components
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namespace Content.Server.Speech.Components
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{
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{
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[RegisterComponent]
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[RegisterComponent]
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public class MouseAccentComponent : Component, IAccentComponent
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public class MouseAccentComponent : Component
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{
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "MouseAccent";
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public override string Name => "MouseAccent";
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private static readonly IReadOnlyList<string> Squeek = new List<string>{
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"Squeak!", "Piep!", "Chuu!"
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}.AsReadOnly();
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public string Accentuate(string message)
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{
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return _random.Pick(Squeek);
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}
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}
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}
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}
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}
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@@ -1,37 +1,10 @@
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.Speech.Components
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namespace Content.Server.Speech.Components
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{
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{
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[RegisterComponent]
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[RegisterComponent]
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public class OwOAccentComponent : Component, IAccentComponent
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public class OwOAccentComponent : Component
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{
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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public override string Name => "OwOAccent";
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public override string Name => "OwOAccent";
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private static readonly IReadOnlyList<string> Faces = new List<string>{
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" (・`ω´・)", " ;;w;;", " owo", " UwU", " >w<", " ^w^"
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}.AsReadOnly();
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private string RandomFace => _random.Pick(Faces);
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private static readonly Dictionary<string, string> SpecialWords = new()
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{
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{ "you", "wu" },
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};
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public string Accentuate(string message)
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{
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foreach (var (word, repl) in SpecialWords)
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{
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message = message.Replace(word, repl);
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}
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return message.Replace("!", RandomFace)
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.Replace("r", "w").Replace("R", "W")
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.Replace("l", "w").Replace("L", "W");
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}
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}
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}
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}
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}
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@@ -3,55 +3,8 @@
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namespace Content.Server.Speech.Components
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namespace Content.Server.Speech.Components
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{
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{
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[RegisterComponent]
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[RegisterComponent]
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public class SpanishAccentComponent : Component, IAccentComponent
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public class SpanishAccentComponent : Component
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{
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{
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public override string Name => "SpanishAccent";
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public override string Name => "SpanishAccent";
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public string Accentuate(string message)
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{
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// Insert E before every S
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message = InsertS(message);
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// If a sentence ends with ?, insert a reverse ? at the beginning of the sentence
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message = ReplaceQuestionMark(message);
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return message;
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}
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private string InsertS(string message)
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{
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// Replace every new Word that starts with s/S
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var msg = message.Replace(" s", " es").Replace(" S", " Es");
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// Still need to check if the beginning of the message starts
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if (msg.StartsWith("s"))
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{
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return msg.Remove(0, 1).Insert(0, "es");
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}
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else if (msg.StartsWith("S"))
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{
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return msg.Remove(0, 1).Insert(0, "Es");
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}
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return msg;
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}
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private string ReplaceQuestionMark(string message)
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{
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var sentences = AccentManager.SentenceRegex.Split(message);
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var msg = "";
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foreach (var s in sentences)
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{
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if (s.EndsWith("?")) // We've got a question => add ¿ to the beginning
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{
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// Because we don't split by whitespace, we may have some spaces in front of the sentence.
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// So we add the symbol before the first non space char
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msg += s.Insert(s.Length - s.TrimStart().Length, "¿");
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}
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else
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{
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msg += s;
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}
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}
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return msg;
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}
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}
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}
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}
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}
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26
Content.Server/Speech/EntitySystems/BackwardsAccentSystem.cs
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26
Content.Server/Speech/EntitySystems/BackwardsAccentSystem.cs
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using System;
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using Content.Server.Speech.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Speech.EntitySystems
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{
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public class BackwardsAccentSystem : EntitySystem
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{
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public override void Initialize()
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{
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SubscribeLocalEvent<BackwardsAccentComponent, AccentGetEvent>(OnAccent);
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}
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public string Accentuate(string message)
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{
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var arr = message.ToCharArray();
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Array.Reverse(arr);
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return new string(arr);
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}
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private void OnAccent(EntityUid uid, BackwardsAccentComponent component, AccentGetEvent args)
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{
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args.Message = Accentuate(args.Message);
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}
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}
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}
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32
Content.Server/Speech/EntitySystems/MouseAccentSystem.cs
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32
Content.Server/Speech/EntitySystems/MouseAccentSystem.cs
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@@ -0,0 +1,32 @@
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using System.Collections.Generic;
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using Content.Server.Speech.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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namespace Content.Server.Speech.EntitySystems
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{
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// TODO: Code in-game languages and make this a language
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public class MouseAccentSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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private static readonly IReadOnlyList<string> Squeek = new List<string>{ "Squeak!", "Piep!", "Chuu!" };
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public override void Initialize()
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{
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SubscribeLocalEvent<MouseAccentComponent, AccentGetEvent>(OnAccent);
|
||||||
|
}
|
||||||
|
|
||||||
|
public string Accentuate(string message)
|
||||||
|
{
|
||||||
|
// TODO: Maybe add more than one squeek when there are more words?
|
||||||
|
return _random.Pick(Squeek);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnAccent(EntityUid uid, MouseAccentComponent component, AccentGetEvent args)
|
||||||
|
{
|
||||||
|
args.Message = Accentuate(args.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
46
Content.Server/Speech/EntitySystems/OwOAccentSystem.cs
Normal file
46
Content.Server/Speech/EntitySystems/OwOAccentSystem.cs
Normal file
@@ -0,0 +1,46 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using Content.Server.Speech.Components;
|
||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
using Robust.Shared.IoC;
|
||||||
|
using Robust.Shared.Random;
|
||||||
|
|
||||||
|
namespace Content.Server.Speech.EntitySystems
|
||||||
|
{
|
||||||
|
public class OwOAccentSystem : EntitySystem
|
||||||
|
{
|
||||||
|
[Dependency] private readonly IRobustRandom _random = default!;
|
||||||
|
|
||||||
|
private static readonly IReadOnlyList<string> Faces = new List<string>{
|
||||||
|
" (・`ω´・)", " ;;w;;", " owo", " UwU", " >w<", " ^w^"
|
||||||
|
}.AsReadOnly();
|
||||||
|
|
||||||
|
private static readonly IReadOnlyDictionary<string, string> SpecialWords = new Dictionary<string, string>()
|
||||||
|
{
|
||||||
|
{ "you", "wu" },
|
||||||
|
};
|
||||||
|
|
||||||
|
private string RandomFace => _random.Pick(Faces);
|
||||||
|
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
SubscribeLocalEvent<OwOAccentComponent, AccentGetEvent>(OnAccent);
|
||||||
|
}
|
||||||
|
|
||||||
|
public string Accentuate(string message)
|
||||||
|
{
|
||||||
|
foreach (var (word, repl) in SpecialWords)
|
||||||
|
{
|
||||||
|
message = message.Replace(word, repl);
|
||||||
|
}
|
||||||
|
|
||||||
|
return message.Replace("!", RandomFace)
|
||||||
|
.Replace("r", "w").Replace("R", "W")
|
||||||
|
.Replace("l", "w").Replace("L", "W");
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnAccent(EntityUid uid, OwOAccentComponent component, AccentGetEvent args)
|
||||||
|
{
|
||||||
|
args.Message = Accentuate(args.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
65
Content.Server/Speech/EntitySystems/SpanishAccentSystem.cs
Normal file
65
Content.Server/Speech/EntitySystems/SpanishAccentSystem.cs
Normal file
@@ -0,0 +1,65 @@
|
|||||||
|
using Content.Server.Speech.Components;
|
||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
|
||||||
|
namespace Content.Server.Speech.EntitySystems
|
||||||
|
{
|
||||||
|
public class SpanishAccentSystem : EntitySystem
|
||||||
|
{
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
SubscribeLocalEvent<SpanishAccentComponent, AccentGetEvent>(OnAccent);
|
||||||
|
}
|
||||||
|
|
||||||
|
public string Accentuate(string message)
|
||||||
|
{
|
||||||
|
// Insert E before every S
|
||||||
|
message = InsertS(message);
|
||||||
|
// If a sentence ends with ?, insert a reverse ? at the beginning of the sentence
|
||||||
|
message = ReplaceQuestionMark(message);
|
||||||
|
return message;
|
||||||
|
}
|
||||||
|
|
||||||
|
private string InsertS(string message)
|
||||||
|
{
|
||||||
|
// Replace every new Word that starts with s/S
|
||||||
|
var msg = message.Replace(" s", " es").Replace(" S", " Es");
|
||||||
|
|
||||||
|
// Still need to check if the beginning of the message starts
|
||||||
|
if (msg.StartsWith("s"))
|
||||||
|
{
|
||||||
|
return msg.Remove(0, 1).Insert(0, "es");
|
||||||
|
}
|
||||||
|
else if (msg.StartsWith("S"))
|
||||||
|
{
|
||||||
|
return msg.Remove(0, 1).Insert(0, "Es");
|
||||||
|
}
|
||||||
|
|
||||||
|
return msg;
|
||||||
|
}
|
||||||
|
|
||||||
|
private string ReplaceQuestionMark(string message)
|
||||||
|
{
|
||||||
|
var sentences = AccentSystem.SentenceRegex.Split(message);
|
||||||
|
var msg = "";
|
||||||
|
foreach (var s in sentences)
|
||||||
|
{
|
||||||
|
if (s.EndsWith("?")) // We've got a question => add ¿ to the beginning
|
||||||
|
{
|
||||||
|
// Because we don't split by whitespace, we may have some spaces in front of the sentence.
|
||||||
|
// So we add the symbol before the first non space char
|
||||||
|
msg += s.Insert(s.Length - s.TrimStart().Length, "¿");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
msg += s;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return msg;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnAccent(EntityUid uid, SpanishAccentComponent component, AccentGetEvent args)
|
||||||
|
{
|
||||||
|
args.Message = Accentuate(args.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -266,6 +266,7 @@
|
|||||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Spawner/@EntryIndexedValue">True</s:Boolean>
|
<s:Boolean x:Key="/Default/UserDictionary/Words/=Spawner/@EntryIndexedValue">True</s:Boolean>
|
||||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Spillable/@EntryIndexedValue">True</s:Boolean>
|
<s:Boolean x:Key="/Default/UserDictionary/Words/=Spillable/@EntryIndexedValue">True</s:Boolean>
|
||||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Spirate/@EntryIndexedValue">True</s:Boolean>
|
<s:Boolean x:Key="/Default/UserDictionary/Words/=Spirate/@EntryIndexedValue">True</s:Boolean>
|
||||||
|
<s:Boolean x:Key="/Default/UserDictionary/Words/=squeek/@EntryIndexedValue">True</s:Boolean>
|
||||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=Strippable/@EntryIndexedValue">True</s:Boolean>
|
<s:Boolean x:Key="/Default/UserDictionary/Words/=Strippable/@EntryIndexedValue">True</s:Boolean>
|
||||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=stunnable/@EntryIndexedValue">True</s:Boolean>
|
<s:Boolean x:Key="/Default/UserDictionary/Words/=stunnable/@EntryIndexedValue">True</s:Boolean>
|
||||||
<s:Boolean x:Key="/Default/UserDictionary/Words/=subfloor/@EntryIndexedValue">True</s:Boolean>
|
<s:Boolean x:Key="/Default/UserDictionary/Words/=subfloor/@EntryIndexedValue">True</s:Boolean>
|
||||||
|
|||||||
Reference in New Issue
Block a user