* move chat stuff to shared * refactor: using cleanup +whitespaces + xml-doc * review --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
77 lines
2.6 KiB
C#
77 lines
2.6 KiB
C#
using Content.Shared.Chat;
|
|
using Content.Shared.Speech;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Audio.Systems;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Random;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Server.Speech
|
|
{
|
|
public sealed class SpeechSoundSystem : EntitySystem
|
|
{
|
|
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
|
[Dependency] private readonly IPrototypeManager _protoManager = default!;
|
|
[Dependency] private readonly IRobustRandom _random = default!;
|
|
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
SubscribeLocalEvent<SpeechComponent, EntitySpokeEvent>(OnEntitySpoke);
|
|
}
|
|
|
|
public SoundSpecifier? GetSpeechSound(Entity<SpeechComponent> ent, string message)
|
|
{
|
|
if (ent.Comp.SpeechSounds == null)
|
|
return null;
|
|
|
|
// Play speech sound
|
|
SoundSpecifier? contextSound;
|
|
var prototype = _protoManager.Index<SpeechSoundsPrototype>(ent.Comp.SpeechSounds);
|
|
|
|
// Different sounds for ask/exclaim based on last character
|
|
contextSound = message[^1] switch
|
|
{
|
|
'?' => prototype.AskSound,
|
|
'!' => prototype.ExclaimSound,
|
|
_ => prototype.SaySound
|
|
};
|
|
|
|
// Use exclaim sound if most characters are uppercase.
|
|
int uppercaseCount = 0;
|
|
for (int i = 0; i < message.Length; i++)
|
|
{
|
|
if (char.IsUpper(message[i]))
|
|
uppercaseCount++;
|
|
}
|
|
if (uppercaseCount > (message.Length / 2))
|
|
{
|
|
contextSound = prototype.ExclaimSound;
|
|
}
|
|
|
|
var scale = (float) _random.NextGaussian(1, prototype.Variation);
|
|
contextSound.Params = ent.Comp.AudioParams.WithPitchScale(scale);
|
|
return contextSound;
|
|
}
|
|
|
|
private void OnEntitySpoke(EntityUid uid, SpeechComponent component, EntitySpokeEvent args)
|
|
{
|
|
if (component.SpeechSounds == null)
|
|
return;
|
|
|
|
var currentTime = _gameTiming.CurTime;
|
|
var cooldown = TimeSpan.FromSeconds(component.SoundCooldownTime);
|
|
|
|
// Ensure more than the cooldown time has passed since last speaking
|
|
if (currentTime - component.LastTimeSoundPlayed < cooldown)
|
|
return;
|
|
|
|
var sound = GetSpeechSound((uid, component), args.Message);
|
|
component.LastTimeSoundPlayed = currentTime;
|
|
_audio.PlayPvs(sound, uid);
|
|
}
|
|
}
|
|
}
|