Files
tbd-station-14/Content.Server/SurveillanceCamera/Systems/SurveillanceCameraSpeakerSystem.cs

81 lines
2.9 KiB
C#

using Content.Server.Chat.Systems;
using Content.Shared.Speech;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.SurveillanceCamera;
/// <summary>
/// This handles speech for surveillance camera monitors.
/// </summary>
public sealed class SurveillanceCameraSpeakerSystem : EntitySystem
{
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly ChatSystem _chatSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<SurveillanceCameraSpeakerComponent, SurveillanceCameraSpeechSendEvent>(OnSpeechSent);
}
private void OnSpeechSent(EntityUid uid, SurveillanceCameraSpeakerComponent component,
SurveillanceCameraSpeechSendEvent args)
{
if (!component.SpeechEnabled)
{
return;
}
var time = _gameTiming.CurTime;
var cd = TimeSpan.FromSeconds(component.SpeechSoundCooldown);
// this part's mostly copied from speech
if (time - component.LastSoundPlayed < cd
&& TryComp<SpeechComponent>(args.Speaker, out var speech)
&& speech.SpeechSounds != null
&& _prototypeManager.TryIndex(speech.SpeechSounds, out SpeechSoundsPrototype? speechProto))
{
var sound = args.Message[^1] switch
{
'?' => speechProto.AskSound,
'!' => speechProto.ExclaimSound,
_ => speechProto.SaySound
};
var uppercase = 0;
for (var i = 0; i < args.Message.Length; i++)
{
if (char.IsUpper(args.Message[i]))
{
uppercase++;
}
}
if (uppercase > args.Message.Length / 2)
{
sound = speechProto.ExclaimSound;
}
var scale = (float) _random.NextGaussian(1, speechProto.Variation);
var param = speech.AudioParams.WithPitchScale(scale);
_audioSystem.PlayPvs(sound, uid, param);
component.LastSoundPlayed = time;
}
var nameEv = new TransformSpeakerNameEvent(args.Speaker, Name(args.Speaker));
RaiseLocalEvent(args.Speaker, nameEv);
var name = Loc.GetString("speech-name-relay", ("speaker", Name(uid)),
("originalName", nameEv.Name));
// log to chat so people can identity the speaker/source, but avoid clogging ghost chat if there are many radios
_chatSystem.TrySendInGameICMessage(uid, args.Message, InGameICChatType.Speak, ChatTransmitRange.GhostRangeLimit, nameOverride: name);
}
}