* add headset component

* add basic headset logic

* fix formatting in listening component, add dependency to headset

* test function for headset

* implement headset as listener

* ANNIHILATES ListeningComponent, refactor of radio/listener sys

* basic headset functionality

* rename RadioComponent to HandheldRadioComponent

* change channel to list of channels

* basic headset implementation complete

* message now always excludes ';'

* add radio color; state channel freq. and source name

* undocumented game breaking bug commit (DO NOT RESEARCH)
actually just changes frequency from 1457 (what signalers are set to by default) to 1459, the actual frequency for common

* Add more sprites

* Reorganizes

* Added job headsets

* Adds headset as an ignored component

* Jobs now spawn with headsets

* remove system.tracing

* Catchup commits

* Add headset property serialization

* Turn GetChannels into a property

* ListenRange property and serializatioon

* Adjust interfaces

* Address reviews

* Cleanup

* Address reviews

* Update rsi

* Fix licenses and copyright

* Fix missing textures

* Merge fixes

* Move headset textures from objects/devices to clothing/ears

* Fix rsi state names and add equipped states

* Fix headsets not working

* Add missing brackets to channel number in chat

* heck

* Fix broken rsi

* Fix radio id and names

* Put quotes around headset messages

* Fix method names

* Fix handheld radios

* Fix capitalization when using radio channels and trim

* Remove unnecessary dependency

* Indent that

* Separate this part

* Goodbye icons

* Implement IActivate in HandheldRadioComponent

* Add examine tooltip to radios and headsets

* Rename IListen methods

Co-authored-by: Bright <nsmoak10@yahoo.com>
Co-authored-by: Swept <jamesurquhartwebb@gmail.com>
Co-authored-by: Bright0 <55061890+Bright0@users.noreply.github.com>
This commit is contained in:
DrSmugleaf
2020-10-07 14:02:12 +02:00
committed by GitHub
parent 20eac0de84
commit a984076574
104 changed files with 1313 additions and 172 deletions

View File

@@ -1,14 +1,21 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components;
using Content.Server.GameObjects.Components.GUI;
using Content.Server.GameObjects.Components.Headset;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Observer;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Server.Interfaces.Chat;
using Content.Shared.Chat;
using Content.Shared.GameObjects.Components.Inventory;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces;
using Robust.Server.Console;
using Robust.Server.Interfaces.GameObjects;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Network;
using Robust.Shared.IoC;
@@ -37,7 +44,6 @@ namespace Content.Server.Chat
//TODO: make prio based?
private List<TransformChat> _chatTransformHandlers;
[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
[Dependency] private readonly IServerNetManager _netManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IMoMMILink _mommiLink = default!;
@@ -90,16 +96,16 @@ namespace Content.Server.Chat
return;
}
// Get entity's PlayerSession
IPlayerSession playerSession = source.GetComponent<IActorComponent>().playerSession;
// Check if message exceeds the character limit if the sender is a player
if (playerSession != null)
if (message.Length > MaxMessageLength)
{
DispatchServerMessage(playerSession, Loc.GetString(MaxLengthExceededMessage, MaxMessageLength));
return;
}
if (source.TryGetComponent(out IActorComponent actor) &&
message.Length > MaxMessageLength)
{
var feedback = Loc.GetString(MaxLengthExceededMessage, MaxMessageLength);
DispatchServerMessage(actor.playerSession, feedback);
return;
}
foreach (var handler in _chatTransformHandlers)
{
@@ -107,21 +113,47 @@ namespace Content.Server.Chat
message = handler(source, message);
}
// Ensure the first letter inside the message string is always a capital letter
message = message[0].ToString().ToUpper() + message.Remove(0,1);
message = message.Trim();
var pos = source.Transform.Coordinates;
var clients = _playerManager.GetPlayersInRange(pos, VoiceRange).Select(p => p.ConnectedClient);
if (message.StartsWith(';'))
{
// Remove semicolon
message = message.Substring(1).TrimStart();
// Capitalize first letter
message = message[0].ToString().ToUpper() +
message.Remove(0,1);
if (source.TryGetComponent(out InventoryComponent inventory) &&
inventory.TryGetSlotItem(EquipmentSlotDefines.Slots.EARS, out ItemComponent item) &&
item.Owner.TryGetComponent(out HeadsetComponent headset))
{
headset.RadioRequested = true;
}
else
{
source.PopupMessage(Loc.GetString("You don't have a headset on!"));
}
}
else
{
// Capitalize first letter
message = message[0].ToString().ToUpper() +
message.Remove(0,1);
}
var listeners = EntitySystem.Get<ListeningSystem>();
listeners.PingListeners(source, message);
var msg = _netManager.CreateNetMessage<MsgChatMessage>();
msg.Channel = ChatChannel.Local;
msg.Message = message;
msg.MessageWrap = $"{source.Name} says, \"{{0}}\"";
msg.MessageWrap = Loc.GetString("{0} says, \"{{0}}\"", source.Name);
msg.SenderEntity = source.Uid;
_netManager.ServerSendToMany(msg, clients.ToList());
var listeners = _entitySystemManager.GetEntitySystem<ListeningSystem>();
listeners.PingListeners(source, pos, message);
}
public void EntityMe(IEntity source, string action)