using System.Text;
using Content.Server.Speech.Components;
using Content.Shared.Drunk;
using Content.Shared.Speech;
using Content.Shared.Speech.EntitySystems;
using Content.Shared.StatusEffectNew;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Speech.EntitySystems;
public sealed class SlurredSystem : SharedSlurredSystem
{
[Dependency] private readonly StatusEffectsSystem _status = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
///
/// Divisor applied to total seconds used to get the odds of slurred speech occuring.
///
private const float SlurredModifier = 1100f;
///
/// Minimum amount of time on the slurred accent for it to start taking effect.
///
private const float SlurredThreshold = 80f;
public override void Initialize()
{
SubscribeLocalEvent(OnAccent);
SubscribeLocalEvent>(OnAccentRelayed);
}
///
/// Slur chance scales with the time remaining on any status effect with the SlurredAccentComponent.
/// Typically, this is equivalent to "drunkenness" on the DrunkStatusEffect
///
private float GetProbabilityScale(EntityUid uid)
{
if (!_status.TryGetMaxTime(uid, out var time))
return 0;
// This is a magic number. Why this value? No clue it was made 3 years before I refactored this.
var magic = time.Item2 == null ? SlurredModifier : (float) (time.Item2 - _timing.CurTime).Value.TotalSeconds - SlurredThreshold;
return Math.Clamp(magic / SlurredModifier, 0f, 1f);
}
private void OnAccent(Entity entity, ref AccentGetEvent args)
{
GetAccent(entity, ref args);
}
private void OnAccentRelayed(Entity entity, ref StatusEffectRelayedEvent args)
{
var ev = args.Args;
GetAccent(args.Args.Entity, ref ev);
}
private void GetAccent(EntityUid uid, ref AccentGetEvent args)
{
var scale = GetProbabilityScale(uid);
args.Message = Accentuate(args.Message, scale);
}
private string Accentuate(string message, float scale)
{
var sb = new StringBuilder();
// This is pretty much ported from TG.
foreach (var character in message)
{
if (_random.Prob(scale / 3f))
{
var lower = char.ToLowerInvariant(character);
var newString = lower switch
{
'o' => "u",
's' => "ch",
'a' => "ah",
'u' => "oo",
'c' => "k",
_ => $"{character}",
};
sb.Append(newString);
}
if (_random.Prob(scale / 20f))
{
if (character == ' ')
{
sb.Append(Loc.GetString("slur-accent-confused"));
}
else if (character == '.')
{
sb.Append(' ');
sb.Append(Loc.GetString("slur-accent-burp"));
}
}
if (!_random.Prob(scale * 3/20))
{
sb.Append(character);
continue;
}
var next = _random.Next(1, 3) switch
{
1 => "'",
2 => $"{character}{character}",
_ => $"{character}{character}{character}",
};
sb.Append(next);
}
return sb.ToString();
}
}