* Change EntityQuery to not retrieve paused by default * GetAllComponents Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
41 lines
1.1 KiB
C#
41 lines
1.1 KiB
C#
using Content.Server.Interfaces;
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using System.Collections.Generic;
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using System.Linq;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class RadioSystem : EntitySystem
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{
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private List<string> _messages;
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public override void Initialize()
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{
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base.Initialize();
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_messages = new List<string>();
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}
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public void SpreadMessage(IRadio source, IEntity speaker, string message, int channel)
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{
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if (_messages.Contains(message)) return;
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_messages.Add(message);
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foreach (var radio in ComponentManager.EntityQuery<IRadio>(true))
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{
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if (radio.Channels.Contains(channel))
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{
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//TODO: once voice identity gets added, pass into receiver via source.GetSpeakerVoice()
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radio.Receive(message, channel, speaker);
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}
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}
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_messages.Remove(message);
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}
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}
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}
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