* First commit * Added base.Initialize() * Voice wire fix (Electricty name) * Various minor cleanups * Localized default voice mask name * Added VoiceOverride stuff * Removed unused stuff * Typo * Better localized stuff * Typo / spelling stuff / comments * Blessed
58 lines
2.1 KiB
C#
58 lines
2.1 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Server.Speech;
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using Content.Shared.Speech;
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using Content.Shared.Chat;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Timing;
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namespace Content.Server.SurveillanceCamera;
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/// <summary>
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/// This handles speech for surveillance camera monitors.
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/// </summary>
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public sealed class SurveillanceCameraSpeakerSystem : EntitySystem
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{
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly SpeechSoundSystem _speechSound = default!;
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[Dependency] private readonly ChatSystem _chatSystem = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<SurveillanceCameraSpeakerComponent, SurveillanceCameraSpeechSendEvent>(OnSpeechSent);
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}
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private void OnSpeechSent(EntityUid uid, SurveillanceCameraSpeakerComponent component,
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SurveillanceCameraSpeechSendEvent args)
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{
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if (!component.SpeechEnabled)
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{
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return;
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}
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var time = _gameTiming.CurTime;
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var cd = TimeSpan.FromSeconds(component.SpeechSoundCooldown);
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// this part's mostly copied from speech
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// what is wrong with you?
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if (time - component.LastSoundPlayed < cd
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&& TryComp<SpeechComponent>(args.Speaker, out var speech))
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{
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var sound = _speechSound.GetSpeechSound((args.Speaker, speech), args.Message);
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_audioSystem.PlayPvs(sound, uid);
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component.LastSoundPlayed = time;
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}
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var nameEv = new TransformSpeakerNameEvent(args.Speaker, Name(args.Speaker));
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RaiseLocalEvent(args.Speaker, nameEv);
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var name = Loc.GetString("speech-name-relay", ("speaker", Name(uid)),
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("originalName", nameEv.VoiceName));
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// log to chat so people can identity the speaker/source, but avoid clogging ghost chat if there are many radios
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_chatSystem.TrySendInGameICMessage(uid, args.Message, InGameICChatType.Speak, ChatTransmitRange.GhostRangeLimit, nameOverride: name);
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}
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}
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