* add headset component * add basic headset logic * fix formatting in listening component, add dependency to headset * test function for headset * implement headset as listener * ANNIHILATES ListeningComponent, refactor of radio/listener sys * basic headset functionality * rename RadioComponent to HandheldRadioComponent * change channel to list of channels * basic headset implementation complete * message now always excludes ';' * add radio color; state channel freq. and source name * undocumented game breaking bug commit (DO NOT RESEARCH) actually just changes frequency from 1457 (what signalers are set to by default) to 1459, the actual frequency for common * Add more sprites * Reorganizes * Added job headsets * Adds headset as an ignored component * Jobs now spawn with headsets * remove system.tracing * Catchup commits * Add headset property serialization * Turn GetChannels into a property * ListenRange property and serializatioon * Adjust interfaces * Address reviews * Cleanup * Address reviews * Update rsi * Fix licenses and copyright * Fix missing textures * Merge fixes * Move headset textures from objects/devices to clothing/ears * Fix rsi state names and add equipped states * Fix headsets not working * Add missing brackets to channel number in chat * heck * Fix broken rsi * Fix radio id and names * Put quotes around headset messages * Fix method names * Fix handheld radios * Fix capitalization when using radio channels and trim * Remove unnecessary dependency * Indent that * Separate this part * Goodbye icons * Implement IActivate in HandheldRadioComponent * Add examine tooltip to radios and headsets * Rename IListen methods Co-authored-by: Bright <nsmoak10@yahoo.com> Co-authored-by: Swept <jamesurquhartwebb@gmail.com> Co-authored-by: Bright0 <55061890+Bright0@users.noreply.github.com>
105 lines
3.5 KiB
C#
105 lines
3.5 KiB
C#
using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Shared.Chat;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Headset
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{
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[RegisterComponent]
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[ComponentReference(typeof(IRadio))]
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[ComponentReference(typeof(IListen))]
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public class HeadsetComponent : Component, IListen, IRadio, IExamine
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{
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[Dependency] private readonly IServerNetManager _netManager = default!;
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public override string Name => "Headset";
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private RadioSystem _radioSystem = default!;
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private List<int> _channels = new List<int>();
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[ViewVariables(VVAccess.ReadWrite)]
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private int BroadcastFrequency { get; set; }
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[ViewVariables(VVAccess.ReadWrite)]
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public int ListenRange { get; private set; }
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public IReadOnlyList<int> Channels => _channels;
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public bool RadioRequested { get; set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// Only listens to speech in exact same position
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serializer.DataField(this, h => h.ListenRange, "listenRange", 0);
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serializer.DataField(ref _channels, "channels", new List<int> {1459});
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serializer.DataField(this, h => h.BroadcastFrequency, "broadcastChannel", 1459);
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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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_radioSystem = EntitySystem.Get<RadioSystem>();
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}
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public bool CanListen(string message, IEntity source)
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{
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return RadioRequested;
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}
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public void Receive(string message, int channel, IEntity source)
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{
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if (ContainerHelpers.TryGetContainer(Owner, out var container))
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{
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if (!container.Owner.TryGetComponent(out IActorComponent actor))
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return;
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var playerChannel = actor.playerSession.ConnectedClient;
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var msg = _netManager.CreateNetMessage<MsgChatMessage>();
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msg.Channel = ChatChannel.Radio;
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msg.Message = message;
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msg.MessageWrap = Loc.GetString("[{0}] {1} says, \"{{0}}\"", channel, source.Name);
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_netManager.ServerSendMessage(msg, playerChannel);
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}
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}
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public void Listen(string message, IEntity speaker)
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{
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Broadcast(message, speaker);
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}
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public void Broadcast(string message, IEntity speaker)
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{
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_radioSystem.SpreadMessage(this, speaker, message, BroadcastFrequency);
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RadioRequested = false;
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}
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public void Examine(FormattedMessage message, bool inDetailsRange)
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{
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message.AddText(Loc.GetString("It is set to broadcast over the {0} frequency.", BroadcastFrequency));
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message.AddText(Loc.GetString("A small screen on the headset displays the following available frequencies:"));
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message.AddText("\n");
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message.AddText(Loc.GetString("Use {0} for the currently tuned frequency.", ";"));
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}
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}
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}
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