using Content.Shared.Inventory;
using Content.Shared.Radio;
using Content.Shared.Speech;
using Robust.Shared.Prototypes;
namespace Content.Shared.Chat;
///
/// This event should be sent everytime an entity talks (Radio, local chat, etc...).
/// The event is sent to both the entity itself, and all clothing (For stuff like voice masks).
///
public sealed class TransformSpeakerNameEvent : EntityEventArgs, IInventoryRelayEvent
{
public SlotFlags TargetSlots { get; } = SlotFlags.WITHOUT_POCKET;
public EntityUid Sender;
public string VoiceName;
public ProtoId? SpeechVerb;
public TransformSpeakerNameEvent(EntityUid sender, string name)
{
Sender = sender;
VoiceName = name;
SpeechVerb = null;
}
}
///
/// Raised broadcast in order to transform speech.transmit
///
public sealed class TransformSpeechEvent : EntityEventArgs
{
public EntityUid Sender;
public string Message;
public TransformSpeechEvent(EntityUid sender, string message)
{
Sender = sender;
Message = message;
}
}
public sealed class CheckIgnoreSpeechBlockerEvent : EntityEventArgs
{
public EntityUid Sender;
public bool IgnoreBlocker;
public CheckIgnoreSpeechBlockerEvent(EntityUid sender, bool ignoreBlocker)
{
Sender = sender;
IgnoreBlocker = ignoreBlocker;
}
}
///
/// Raised on an entity when it speaks, either through 'say' or 'whisper'.
///
public sealed class EntitySpokeEvent : EntityEventArgs
{
public readonly EntityUid Source;
public readonly string Message;
public readonly string? ObfuscatedMessage; // not null if this was a whisper
///
/// If the entity was trying to speak into a radio, this was the channel they were trying to access. If a radio
/// message gets sent on this channel, this should be set to null to prevent duplicate messages.
///
public RadioChannelPrototype? Channel;
public EntitySpokeEvent(EntityUid source, string message, RadioChannelPrototype? channel, string? obfuscatedMessage)
{
Source = source;
Message = message;
Channel = channel;
ObfuscatedMessage = obfuscatedMessage;
}
}