229 lines
6.8 KiB
C#
229 lines
6.8 KiB
C#
using Content.Shared.Chat;
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using Content.Shared.Speech;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Telephone;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedTelephoneSystem))]
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public sealed partial class TelephoneComponent : Component
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{
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/// <summary>
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/// Sets how long the telephone will ring before it automatically hangs up
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/// </summary>
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[DataField]
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public float RingingTimeout = 30;
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/// <summary>
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/// Sets how long the telephone can remain idle in-call before it automatically hangs up
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/// </summary>
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[DataField]
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public float IdlingTimeout = 60;
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/// <summary>
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/// Sets how long the telephone will stay in the hanging up state before return to idle
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/// </summary>
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[DataField]
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public float HangingUpTimeout = 2;
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/// <summary>
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/// Tone played while the phone is ringing
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/// </summary>
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[DataField]
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public SoundSpecifier? RingTone = null;
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/// <summary>
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/// Sets the number of seconds before the next ring tone is played
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/// </summary>
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[DataField]
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public float RingInterval = 2f;
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/// <summary>
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/// The time at which the next tone will be played
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/// </summary>
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[DataField]
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public TimeSpan NextRingToneTime;
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/// <summary>
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/// The volume at which relayed messages are played
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/// </summary>
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[DataField]
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public TelephoneVolume SpeakerVolume = TelephoneVolume.Whisper;
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/// <summary>
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/// The maximum range at which the telephone initiate a call with another
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/// </summary>
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[DataField]
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public TelephoneRange TransmissionRange = TelephoneRange.Grid;
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/// <summary>
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/// This telephone will ignore devices that share the same grid as it
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/// </summary>
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/// <remarks>
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/// This bool will be ignored if the <see cref="TransmissionRange"/> is
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/// set to <see cref="TelephoneRange.Grid"/>
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/// </remarks>
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[DataField]
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public bool IgnoreTelephonesOnSameGrid = false;
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/// <summary>
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/// The telephone can only connect with other telephones which have a
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/// <see cref="TransmissionRange"/> present in this list
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/// </summary>
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[DataField]
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public List<TelephoneRange> CompatibleRanges = new List<TelephoneRange>() { TelephoneRange.Grid };
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/// <summary>
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/// The range at which the telephone picks up voices
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/// </summary>
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[DataField]
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public float ListeningRange = 2;
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/// <summary>
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/// Specifies whether this telephone require power to fucntion
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/// </summary>
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[DataField]
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public bool RequiresPower = true;
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/// <summary>
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/// This telephone should not appear on public telephone directories
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/// </summary>
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[DataField]
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public bool UnlistedNumber = false;
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/// <summary>
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/// Speech is relayed through this entity instead of the telephone
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Entity<SpeechComponent>? Speaker = null;
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/// <summary>
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/// Telephone number for this device
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/// </summary>
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/// <remarks>
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/// For future use - a system for generating and handling telephone numbers has not been implemented yet
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/// </remarks>
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[ViewVariables]
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public int TelephoneNumber = -1;
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/// <summary>
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/// Linked telephone
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/// </summary>
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[ViewVariables]
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public HashSet<Entity<TelephoneComponent>> LinkedTelephones = new();
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/// <summary>
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/// Defines the current state the telephone is in
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public TelephoneState CurrentState = TelephoneState.Idle;
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/// <summary>
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/// The game tick the current state started
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/// </summary>
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[ViewVariables]
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public TimeSpan StateStartTime;
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/// <summary>
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/// Sets whether the telphone can pick up nearby speech
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/// </summary>
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[ViewVariables]
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public bool Muted = false;
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/// <summary>
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/// The presumed name and/or job of the last person to call this telephone
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/// and the name of the device that they used to do so
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public (string?, string?, string?) LastCallerId;
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}
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#region: Telephone events
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/// <summary>
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/// Raised when one telephone is attempting to call another
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/// </summary>
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[ByRefEvent]
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public record struct TelephoneCallAttemptEvent(Entity<TelephoneComponent> Source, Entity<TelephoneComponent> Receiver, EntityUid? User)
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{
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public bool Cancelled = false;
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}
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/// <summary>
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/// Raised when a telephone's state changes
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/// </summary>
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[ByRefEvent]
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public record struct TelephoneStateChangeEvent(TelephoneState OldState, TelephoneState NewState);
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/// <summary>
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/// Raised when communication between one telephone and another begins
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/// </summary>
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[ByRefEvent]
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public record struct TelephoneCallCommencedEvent(Entity<TelephoneComponent> Receiver);
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/// <summary>
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/// Raised when a telephone hangs up
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/// </summary>
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[ByRefEvent]
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public record struct TelephoneCallEndedEvent();
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/// <summary>
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/// Raised when a chat message is sent by a telephone to another
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/// </summary>
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[ByRefEvent]
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public readonly record struct TelephoneMessageSentEvent(string Message, MsgChatMessage ChatMsg, EntityUid MessageSource);
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/// <summary>
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/// Raised when a chat message is received by a telephone from another
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/// </summary>
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[ByRefEvent]
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public readonly record struct TelephoneMessageReceivedEvent(string Message, MsgChatMessage ChatMsg, EntityUid MessageSource, Entity<TelephoneComponent> TelephoneSource);
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#endregion
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/// <summary>
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/// Options for tailoring telephone calls
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/// </summary>
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[Serializable, NetSerializable]
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public struct TelephoneCallOptions
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{
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public bool IgnoreRange; // The source can always reach its target
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public bool ForceConnect; // The source immediately starts a call with the receiver, potentially interrupting a call that is already in progress
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public bool ForceJoin; // The source smoothly joins a call in progress, or starts a normal call with the receiver if there is none
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public bool MuteSource; // Chatter from the source is not transmitted - could be used for eavesdropping when combined with 'ForceJoin'
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public bool MuteReceiver; // Chatter from the receiver is not transmitted - useful for broadcasting messages to multiple receivers
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}
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[Serializable, NetSerializable]
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public enum TelephoneVisuals : byte
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{
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Key
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}
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[Serializable, NetSerializable]
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public enum TelephoneState : byte
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{
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Idle,
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Calling,
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Ringing,
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InCall,
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EndingCall
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}
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[Serializable, NetSerializable]
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public enum TelephoneVolume : byte
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{
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Whisper,
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Speak
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}
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[Serializable, NetSerializable]
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public enum TelephoneRange : byte
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{
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Grid, // Can only reach telephones that are on the same grid
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Map, // Can reach any telephone that is on the same map
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Unlimited, // Can reach any telephone, across any distance
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}
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