using Content.Server.Chat.Systems; using Content.Shared.Chat; using Content.Shared.Trigger; using Content.Shared.Trigger.Components.Effects; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Server.Trigger.Systems; public sealed class SpeakOnTriggerSystem : EntitySystem { [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly ChatSystem _chat = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnTrigger); } private void OnTrigger(Entity ent, ref TriggerEvent args) { if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key)) return; var target = ent.Comp.TargetUser ? args.User : ent.Owner; if (target == null) return; string message; if (ent.Comp.Text != null) message = Loc.GetString(ent.Comp.Text); else { if (!_prototypeManager.Resolve(ent.Comp.Pack, out var messagePack)) return; message = Loc.GetString(_random.Pick(messagePack.Values)); } // Chatcode moment: messages starting with "." are considered radio messages. // Prepending ">" forces the message to be spoken instead. // TODO chat refactor: remove this message = '>' + message; _chat.TrySendInGameICMessage(target.Value, message, InGameICChatType.Speak, true); args.Handled = true; } }