Networks speech and removes the shared prefix from emoting. I have no idea if emoting is even being used or plan to be used in the interim.
61 lines
1.8 KiB
C#
61 lines
1.8 KiB
C#
using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Speech
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{
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public sealed class SpeechSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpeakAttemptEvent>(OnSpeakAttempt);
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SubscribeLocalEvent<SpeechComponent, ComponentGetState>(OnSpeechGetState);
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SubscribeLocalEvent<SpeechComponent, ComponentHandleState>(OnSpeechHandleState);
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}
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public void SetSpeech(EntityUid uid, bool value, SpeechComponent? component = null)
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{
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if (value && !Resolve(uid, ref component))
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return;
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component = EnsureComp<SpeechComponent>(uid);
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if (component.Enabled == value)
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return;
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Dirty(component);
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}
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private void OnSpeechHandleState(EntityUid uid, SpeechComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not SpeechComponentState state)
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return;
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component.Enabled = state.Enabled;
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}
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private void OnSpeechGetState(EntityUid uid, SpeechComponent component, ref ComponentGetState args)
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{
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args.State = new SpeechComponentState(component.Enabled);
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}
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private void OnSpeakAttempt(SpeakAttemptEvent args)
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{
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if (!TryComp(args.Uid, out SpeechComponent? speech) || !speech.Enabled)
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args.Cancel();
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}
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[Serializable, NetSerializable]
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private sealed class SpeechComponentState : ComponentState
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{
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public readonly bool Enabled;
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public SpeechComponentState(bool enabled)
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{
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Enabled = enabled;
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}
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}
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}
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}
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