90 lines
3.2 KiB
C#
90 lines
3.2 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Server.Radio.Components;
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using Content.Server.Speech;
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using Content.Server.VoiceMask;
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using Content.Shared.Chat;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Radio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Network;
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using Robust.Shared.Utility;
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namespace Content.Server.Radio.EntitySystems;
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/// <summary>
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/// This system handles radio speakers and microphones (which together form a hand-held radio).
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/// </summary>
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public sealed class RadioSystem : EntitySystem
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{
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[Dependency] private readonly INetManager _netMan = default!;
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// set used to prevent radio feedback loops.
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private readonly HashSet<string> _messages = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<IntrinsicRadioReceiverComponent, RadioReceiveEvent>(OnIntrinsicReceive);
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SubscribeLocalEvent<IntrinsicRadioTransmitterComponent, EntitySpokeEvent>(OnIntrinsicSpeak);
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}
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private void OnIntrinsicSpeak(EntityUid uid, IntrinsicRadioTransmitterComponent component, EntitySpokeEvent args)
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{
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if (args.Channel != null && component.Channels.Contains(args.Channel.ID))
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{
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SendRadioMessage(uid, args.Message, args.Channel);
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args.Channel = null; // prevent duplicate messages from other listeners.
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}
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}
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private void OnIntrinsicReceive(EntityUid uid, IntrinsicRadioReceiverComponent component, RadioReceiveEvent args)
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{
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if (TryComp(uid, out ActorComponent? actor))
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_netMan.ServerSendMessage(args.ChatMsg, actor.PlayerSession.ConnectedClient);
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}
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public void SendRadioMessage(EntityUid source, string message, RadioChannelPrototype channel)
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{
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// TODO if radios ever garble / modify messages, feedback-prevention needs to be handled better than this.
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if (!_messages.Add(message))
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return;
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var name = TryComp(source, out VoiceMaskComponent? mask) && mask.Enabled
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? Identity.Name(source, EntityManager)
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: MetaData(source).EntityName;
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name = FormattedMessage.EscapeText(name);
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// most radios are relayed to chat, so lets parse the chat message beforehand
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var chatMsg = new MsgChatMessage
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{
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Channel = ChatChannel.Radio,
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Message = message,
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//Square brackets are added here to avoid issues with escaping
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WrappedMessage = Loc.GetString("chat-radio-message-wrap", ("color", channel.Color), ("channel", $"\\[{channel.LocalizedName}\\]"), ("name", name), ("message", FormattedMessage.EscapeText(message)))
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};
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var ev = new RadioReceiveEvent(message, source, channel, chatMsg);
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var attemptEv = new RadioReceiveAttemptEvent(message, source, channel);
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foreach (var radio in EntityQuery<ActiveRadioComponent>())
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{
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// TODO map/station/range checks?
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if (!radio.Channels.Contains(channel.ID))
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continue;
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RaiseLocalEvent(radio.Owner, attemptEv);
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if (attemptEv.Cancelled)
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{
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attemptEv.Uncancel();
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continue;
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}
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RaiseLocalEvent(radio.Owner, ev);
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}
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_messages.Remove(message);
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}
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}
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