Re-implement chat in content. (#198)

* OOC is a word.

* Re-implement chat in content.
This commit is contained in:
Pieter-Jan Briers
2019-04-13 09:45:09 +02:00
committed by GitHub
parent 51caae7ebe
commit 52af7d27da
25 changed files with 770 additions and 37 deletions

View File

@@ -0,0 +1,68 @@
using System.Linq;
using Content.Server.Interfaces.Chat;
using Content.Shared.Chat;
using SS14.Server.Interfaces.Player;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.Interfaces.Resources;
using SS14.Shared.IoC;
namespace Content.Server.Chat
{
/// <summary>
/// Dispatches chat messages to clients.
/// </summary>
internal sealed class ChatManager : IChatManager
{
private const int VoiceRange = 7; // how far voice goes in world units
#pragma warning disable 649
[Dependency] private readonly IServerNetManager _netManager;
[Dependency] private readonly IPlayerManager _playerManager;
#pragma warning restore 649
public void Initialize()
{
_netManager.RegisterNetMessage<MsgChatMessage>(MsgChatMessage.NAME);
}
public void DispatchServerAnnouncement(string message)
{
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
msg.Channel = ChatChannel.Server;
msg.Message = message;
msg.MessageWrap = "SERVER: {0}";
_netManager.ServerSendToAll(msg);
}
public void DispatchServerMessage(IPlayerSession player, string message)
{
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
msg.Channel = ChatChannel.Server;
msg.Message = message;
msg.MessageWrap = "SERVER: {0}";
_netManager.ServerSendMessage(msg, player.ConnectedClient);
}
public void EntitySay(IEntity source, string message)
{
var pos = source.Transform.GridPosition;
var clients = _playerManager.GetPlayersInRange(pos, VoiceRange).Select(p => p.ConnectedClient);
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
msg.Channel = ChatChannel.Local;
msg.Message = message;
msg.MessageWrap = $"{source.Name} says, \"{{0}}\"";
_netManager.ServerSendToMany(msg, clients.ToList());
}
public void SendOOC(IPlayerSession player, string message)
{
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
msg.Channel = ChatChannel.OOC;
msg.Message = message;
msg.MessageWrap = $"OOC: {player.SessionId}: {{0}}";
_netManager.ServerSendToAll(msg);
}
}
}