49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Shared.Trigger;
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using Content.Shared.Trigger.Components.Effects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Trigger.Systems;
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public sealed class SpeakOnTriggerSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpeakOnTriggerComponent, TriggerEvent>(OnTrigger);
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}
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private void OnTrigger(Entity<SpeakOnTriggerComponent> ent, ref TriggerEvent args)
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{
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if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key))
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return;
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var target = ent.Comp.TargetUser ? args.User : ent.Owner;
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if (target == null)
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return;
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string message;
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if (ent.Comp.Text != null)
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message = Loc.GetString(ent.Comp.Text);
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else
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{
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if (!_prototypeManager.TryIndex(ent.Comp.Pack, out var messagePack))
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return;
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message = Loc.GetString(_random.Pick(messagePack.Values));
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}
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// Chatcode moment: messages starting with "." are considered radio messages.
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// Prepending ">" forces the message to be spoken instead.
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// TODO chat refactor: remove this
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message = '>' + message;
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_chat.TrySendInGameICMessage(target.Value, message, InGameICChatType.Speak, true);
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args.Handled = true;
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}
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}
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