* parrots have ears. add poly * high tech parrot functionality * adjust times * add accent to radio message * don't spam everything all at once probably * learn about the existence of prob(float) * actually use Prob(float) correctly * newline * add pet spawner for poly * move chance to talk on radio to component * missing comment * minor edits and doc additions * the reviewerrrrrrr * parrot can't learn when crit or dead * increase default memory * rename poly to polly * crude way to ignore whispers. chatcode please * This is Polly. It is set to broadcast over the engineering frequency * add missing initialize * add displacement map for parrot ears * review comments - Errant * minor things * large rework * fix attempting to talk when entity has no channels * use list of active radios again to track channels * fix bad return, some comments * fix long learn cooldown * minor adjustments * use FromMinutes * the voices told me to make these changes * remove default reassignment * Review changes * remove polly's accent * decouple radio stuff from parrotsystem * minor stuff * split vocalization and parroting * minor review work * re-add missing check * add admin verb for clearing parrot messages * minor action icon update * oops * increase icon number text size * Admin erase parrot messages associated with players * part 1 beck review * add whitelist and blacklist for parrots * Downgrade missing component error to warning * Add comment * add some missing comments * Remove active radio entity tracking, use all inventory slots * Minor changes * small review stuff * review radio stuff * swap ears displacement to invisible death displacement * remove syncsprite * vscode why do yo have to hurt my feelings * review changes * use checkboth
58 lines
1.6 KiB
C#
58 lines
1.6 KiB
C#
using Robust.Shared.Network;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Animals.Components;
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/// <summary>
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/// Makes an entity able to memorize chat/radio messages
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/// </summary>
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[RegisterComponent]
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[AutoGenerateComponentPause]
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public sealed partial class ParrotMemoryComponent : Component
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{
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/// <summary>
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/// List of SpeechMemory records this entity has learned
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/// </summary>
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[DataField]
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public List<SpeechMemory> SpeechMemories = [];
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/// <summary>
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/// The % chance an entity with this component learns a phrase when learning is off cooldown
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/// </summary>
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[DataField]
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public float LearnChance = 0.4f;
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/// <summary>
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/// Time after which another attempt can be made at learning a phrase
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/// </summary>
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[DataField]
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public TimeSpan LearnCooldown = TimeSpan.FromMinutes(1);
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/// <summary>
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/// Next time at which the parrot can attempt to learn something
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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[AutoPausedField]
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public TimeSpan NextLearnInterval = TimeSpan.Zero;
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/// <summary>
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/// The number of speech entries that are remembered
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/// </summary>
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[DataField]
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public int MaxSpeechMemory = 50;
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/// <summary>
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/// Minimum length of a speech entry
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/// </summary>
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[DataField]
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public int MinEntryLength = 4;
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/// <summary>
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/// Maximum length of a speech entry
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/// </summary>
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[DataField]
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public int MaxEntryLength = 50;
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}
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public record struct SpeechMemory(NetUserId? NetUserId, string Message);
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