* move all the radio components and system to Shared. * duh split impl * address reviews * cleanup --------- Co-authored-by: walksanatora <walkerffo22@gmail.com>
99 lines
3.5 KiB
C#
99 lines
3.5 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Server.Vocalization.Components;
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using Content.Shared.Chat;
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using Content.Shared.Inventory;
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using Content.Shared.Radio;
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using Content.Shared.Radio.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Vocalization.Systems;
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/// <summary>
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/// RadioVocalizationSystem handles vocalizing things via equipped radios when a VocalizeEvent is fired
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/// </summary>
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public sealed partial class RadioVocalizationSystem : EntitySystem
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{
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RadioVocalizerComponent, VocalizeEvent>(OnVocalize);
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}
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/// <summary>
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/// Called whenever an entity with a VocalizerComponent tries to speak
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/// </summary>
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private void OnVocalize(Entity<RadioVocalizerComponent> entity, ref VocalizeEvent args)
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{
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if (args.Handled)
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return;
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// set to handled if we succeed in speaking on the radio
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args.Handled = TrySpeakRadio(entity.Owner, args.Message);
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}
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/// <summary>
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/// Selects a random radio channel from all ActiveRadio entities in a given entity's inventory
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/// If no channels are found, this returns false and sets channel to an empty string
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/// </summary>
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private bool TryPickRandomRadioChannel(EntityUid entity, out ProtoId<RadioChannelPrototype> channel)
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{
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HashSet<ProtoId<RadioChannelPrototype>> potentialChannels = [];
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// we don't have to check if this entity has an inventory. GetHandOrInventoryEntities will not yield anything
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// if an entity has no inventory or inventory slots
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foreach (var item in _inventory.GetHandOrInventoryEntities(entity))
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{
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if (!TryComp<ActiveRadioComponent>(item, out var radio))
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continue;
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potentialChannels.UnionWith(radio.Channels);
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}
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if (potentialChannels.Count == 0)
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{
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channel = string.Empty;
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return false;
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}
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channel = _random.Pick(potentialChannels);
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return true;
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}
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/// <summary>
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/// Attempts to speak on the radio. Returns false if there is no radio or talking on radio fails somehow
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/// </summary>
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/// <param name="entity">Entity to try and make speak on the radio</param>
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/// <param name="message">Message to speak</param>
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private bool TrySpeakRadio(Entity<RadioVocalizerComponent?> entity, string message)
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{
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if (!Resolve(entity, ref entity.Comp))
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return false;
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if (!_random.Prob(entity.Comp.RadioAttemptChance))
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return false;
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if (!TryPickRandomRadioChannel(entity, out var channel))
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return false;
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var channelPrefix = _proto.Index<RadioChannelPrototype>(channel).KeyCode;
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// send a whisper using the radio channel prefix and whatever relevant radio channel character
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// along with the message. This is analogous to how radio messages are sent by players
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_chat.TrySendInGameICMessage(
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entity,
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$"{SharedChatSystem.RadioChannelPrefix}{channelPrefix} {message}",
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InGameICChatType.Whisper,
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ChatTransmitRange.Normal);
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return true;
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}
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}
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