using Content.Server.Chat.Systems;
using Content.Server.Vocalization.Components;
using Content.Shared.Chat;
using Content.Shared.Inventory;
using Content.Shared.Radio;
using Content.Shared.Radio.Components;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Vocalization.Systems;
///
/// RadioVocalizationSystem handles vocalizing things via equipped radios when a VocalizeEvent is fired
///
public sealed partial class RadioVocalizationSystem : EntitySystem
{
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnVocalize);
}
///
/// Called whenever an entity with a VocalizerComponent tries to speak
///
private void OnVocalize(Entity entity, ref VocalizeEvent args)
{
if (args.Handled)
return;
// set to handled if we succeed in speaking on the radio
args.Handled = TrySpeakRadio(entity.Owner, args.Message);
}
///
/// Selects a random radio channel from all ActiveRadio entities in a given entity's inventory
/// If no channels are found, this returns false and sets channel to an empty string
///
private bool TryPickRandomRadioChannel(EntityUid entity, out ProtoId channel)
{
HashSet> potentialChannels = [];
// we don't have to check if this entity has an inventory. GetHandOrInventoryEntities will not yield anything
// if an entity has no inventory or inventory slots
foreach (var item in _inventory.GetHandOrInventoryEntities(entity))
{
if (!TryComp(item, out var radio))
continue;
potentialChannels.UnionWith(radio.Channels);
}
if (potentialChannels.Count == 0)
{
channel = string.Empty;
return false;
}
channel = _random.Pick(potentialChannels);
return true;
}
///
/// Attempts to speak on the radio. Returns false if there is no radio or talking on radio fails somehow
///
/// Entity to try and make speak on the radio
/// Message to speak
private bool TrySpeakRadio(Entity entity, string message)
{
if (!Resolve(entity, ref entity.Comp))
return false;
if (!_random.Prob(entity.Comp.RadioAttemptChance))
return false;
if (!TryPickRandomRadioChannel(entity, out var channel))
return false;
var channelPrefix = _proto.Index(channel).KeyCode;
// send a whisper using the radio channel prefix and whatever relevant radio channel character
// along with the message. This is analogous to how radio messages are sent by players
_chat.TrySendInGameICMessage(
entity,
$"{SharedChatSystem.RadioChannelPrefix}{channelPrefix} {message}",
InGameICChatType.Whisper,
ChatTransmitRange.Normal);
return true;
}
}