Accent System (#1892)
* First Accent Prototype * -RegisterSystem -Fixed addaccent cmd -Spanish accent * -list is now ? -Checks if the accent is already added -Made components public * owo whats this * special word filter * Eeeeeeeeee * Better? * -Use a delegate func -Made some funcs not static -Moved SentenceRegex * InjectDependencies * Name change? Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
@@ -1,11 +1,9 @@
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using System.Linq;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.Components.Observer;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.Chat;
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using Content.Shared.Chat;
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using Content.Shared.GameObjects.EntitySystems;
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using NFluidsynth;
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using Robust.Server.Console;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Server.Interfaces.Player;
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@@ -13,6 +11,10 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using static Content.Server.Interfaces.Chat.IChatManager;
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namespace Content.Server.Chat
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{
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@@ -33,6 +35,9 @@ namespace Content.Server.Chat
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/// </summary>
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private const string MaxLengthExceededMessage = "Your message exceeded {0} character limit";
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//TODO: make prio based?
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private List<TransformChat> _chatTransformHandlers;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager = default!;
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[Dependency] private readonly IServerNetManager _netManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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@@ -49,6 +54,8 @@ namespace Content.Server.Chat
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var msg = _netManager.CreateNetMessage<ChatMaxMsgLengthMessage>();
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msg.MaxMessageLength = MaxMessageLength;
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_netManager.ServerSendToAll(msg);
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_chatTransformHandlers = new List<TransformChat>();
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}
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public void DispatchServerAnnouncement(string message)
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@@ -96,6 +103,12 @@ namespace Content.Server.Chat
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return;
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}
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foreach (var handler in _chatTransformHandlers)
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{
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//TODO: rather return a bool and use a out var?
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message = handler(source, message);
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}
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var pos = source.Transform.GridPosition;
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var clients = _playerManager.GetPlayersInRange(pos, VoiceRange).Select(p => p.ConnectedClient);
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@@ -215,5 +228,10 @@ namespace Content.Server.Chat
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response.MaxMessageLength = MaxMessageLength;
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_netManager.ServerSendMessage(response, msg.MsgChannel);
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}
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public void RegisterChatTransform(TransformChat handler)
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{
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_chatTransformHandlers.Add(handler);
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}
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}
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}
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@@ -15,6 +15,7 @@ using Robust.Shared.Interfaces.Log;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Timing;
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using Content.Server.GameObjects.Components.Mobs.Speech;
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namespace Content.Server
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{
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@@ -64,6 +65,7 @@ namespace Content.Server
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IoCManager.Resolve<IServerPreferencesManager>().StartInit();
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IoCManager.Resolve<INodeGroupFactory>().Initialize();
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IoCManager.Resolve<ISandboxManager>().Initialize();
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IoCManager.Resolve<IAccentManager>().Initialize();
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}
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public override void PostInit()
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@@ -0,0 +1,41 @@
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using Content.Server.Interfaces.Chat;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Text.RegularExpressions;
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namespace Content.Server.GameObjects.Components.Mobs.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 IComponentManager _componentManager = default!;
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public static readonly Regex SentenceRegex = new Regex(@"(?<=[\.!\?])");
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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 = _componentManager.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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@@ -0,0 +1,18 @@
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using Robust.Shared.GameObjects;
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using System;
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namespace Content.Server.GameObjects.Components.Mobs.Speech
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{
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[RegisterComponent]
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public class BackwardsAccentComponent : Component, IAccentComponent
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{
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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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@@ -0,0 +1,36 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Random;
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using System.Collections.Generic;
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namespace Content.Server.GameObjects.Components.Mobs.Speech
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{
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[RegisterComponent]
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public class OwOAccentComponent : Component, IAccentComponent
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{
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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 => IoCManager.Resolve<IRobustRandom>().Pick(Faces);
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private static readonly Dictionary<string, string> SpecialWords = new Dictionary<string, string>
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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,var 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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@@ -0,0 +1,64 @@
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using Microsoft.CodeAnalysis.Operations;
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using Microsoft.EntityFrameworkCore.Internal;
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using Robust.Shared.GameObjects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Text.RegularExpressions;
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namespace Content.Server.GameObjects.Components.Mobs.Speech
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{
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[RegisterComponent]
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public class SpanishAccentComponent : Component, IAccentComponent
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{
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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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@@ -0,0 +1,94 @@
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using Robust.Server.Interfaces.Console;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using System;
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using System.Linq;
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namespace Content.Server.GameObjects.Components.Mobs.Speech
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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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public class AddAccent : IClientCommand
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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, IPlayerSession player, string[] args)
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{
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if (args.Length == 0)
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{
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shell.SendText(player, Help);
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return;
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}
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if (player.AttachedEntity == null)
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{
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shell.SendText(player, "You don't have a player!");
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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 = "";
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foreach(var s in speeches)
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{
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msg += $"{compFactory.GetRegistration(s).Name}\n";
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}
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shell.SendText(player, msg);
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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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Type type;
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try
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{
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var comp = compFactory.GetComponent(name);
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type = comp.GetType();
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}
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catch (Exception)
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{
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shell.SendText(player, $"Accent {name} not found. Try {Command} ? to get a list of all appliable accents.");
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return;
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}
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// Check if that already exists
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try
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{
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var comp = player.AttachedEntity.GetComponent(type);
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shell.SendText(player, "You already have this accent!");
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return;
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}
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catch (Exception)
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{
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// Accent not found
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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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@@ -1,5 +1,6 @@
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using Robust.Server.Interfaces.Player;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.Interfaces.GameObjects;
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using System;
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namespace Content.Server.Interfaces.Chat
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{
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@@ -28,5 +29,8 @@ namespace Content.Server.Interfaces.Chat
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void SendDeadChat(IPlayerSession player, string message);
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void SendHookOOC(string sender, string message);
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delegate string TransformChat(IEntity speaker, string message);
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void RegisterChatTransform(TransformChat handler);
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}
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}
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@@ -1,8 +1,9 @@
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.Utility.Considerations;
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using Content.Server.AI.WorldState;
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using Content.Server.Body.Network;
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using Content.Server.Cargo;
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using Content.Server.Chat;
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using Content.Server.GameObjects.Components.Mobs.Speech;
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using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
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using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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using Content.Server.GameTicking;
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@@ -41,6 +42,7 @@ namespace Content.Server
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IoCManager.Register<BlackboardManager, BlackboardManager>();
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IoCManager.Register<ConsiderationsManager, ConsiderationsManager>();
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IoCManager.Register<IBodyNetworkFactory, BodyNetworkFactory>();
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IoCManager.Register<IAccentManager, AccentManager>();
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}
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}
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}
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@@ -97,6 +97,7 @@
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- tilewalls
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- events
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- destroymechanism
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- addaccent
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- readyall
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- factions
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CanViewVar: true
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@@ -189,6 +190,7 @@
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- tilewalls
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- events
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- destroymechanism
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- addaccent
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- readyall
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- factions
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CanViewVar: true
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