Files
tbd-station-14/Content.Server/Trigger/Systems/SpeakOnTriggerSystem.cs
slarticodefast 1469b9484d Add virtual chat API methods in Shared (#40895)
* move chat stuff to shared

* refactor: using cleanup +whitespaces + xml-doc

* review

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-10-19 19:08:27 +00:00

50 lines
1.6 KiB
C#

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