Files
tbd-station-14/Content.Server/Vocalization/Systems/VocalizationSystem.cs
Tayrtahn ecbff409b6 Replace AdvertiseComponent with DatasetVocalizerComponent (#38887)
* Replace AdvertiseComponent with DatasetVocalizerComponent

* No vocalizing while broken or without power

* Kill AdvertiseComponent/System

* This really shouldn't be here

* xmldoc for VocalizerRequiresPowerComponent

* TryIndex -> Index
2025-07-10 11:12:24 -07:00

138 lines
5.5 KiB
C#

using Content.Server.Chat.Systems;
using Content.Server.Power.Components;
using Content.Server.Vocalization.Components;
using Content.Shared.ActionBlocker;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Vocalization.Systems;
/// <summary>
/// VocalizationSystem raises VocalizeEvents to make entities speak at certain intervals
/// This is used in combination with systems like ParrotMemorySystem to randomly say messages from memory,
/// or can be used by other systems to speak pre-set messages
/// </summary>
public sealed partial class VocalizationSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _actionBlocker = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<VocalizerComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<VocalizerRequiresPowerComponent, TryVocalizeEvent>(OnRequiresPowerTryVocalize);
}
private void OnMapInit(Entity<VocalizerComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextVocalizeInterval = _random.Next(ent.Comp.MinVocalizeInterval, ent.Comp.MaxVocalizeInterval);
}
private void OnRequiresPowerTryVocalize(Entity<VocalizerRequiresPowerComponent> ent, ref TryVocalizeEvent args)
{
if (!TryComp<ApcPowerReceiverComponent>(ent, out var receiver))
return;
args.Cancelled |= !receiver.Powered;
}
/// <summary>
/// Try speaking by raising a TryVocalizeEvent
/// This event is passed to systems adding a message to it and setting it to handled
/// </summary>
private void TrySpeak(Entity<VocalizerComponent> entity)
{
var tryVocalizeEvent = new TryVocalizeEvent();
RaiseLocalEvent(entity.Owner, ref tryVocalizeEvent);
// If the event was cancelled, don't speak
if (tryVocalizeEvent.Cancelled)
return;
// if the event was never handled, return
// this happens if there are no components that trigger systems to add a message to this event
if (!tryVocalizeEvent.Handled)
return;
// if the event's message is null for whatever reason, return.
// this would mean a system didn't set the message properly but did set the event to handled
if (tryVocalizeEvent.Message is not { } message)
return;
Speak(entity, message);
}
/// <summary>
/// Actually say something.
/// </summary>
private void Speak(Entity<VocalizerComponent> entity, string message)
{
// raise a VocalizeEvent
// this can be handled by other systems to speak using a method other than local chat
var vocalizeEvent = new VocalizeEvent(message);
RaiseLocalEvent(entity.Owner, ref vocalizeEvent);
// if the event is handled, don't try speaking
if (vocalizeEvent.Handled)
return;
// default to local chat if no other system handles the event
// first check if the entity can speak
if (!_actionBlocker.CanSpeak(entity))
return;
// send the message
_chat.TrySendInGameICMessage(entity, message, InGameICChatType.Speak, entity.Comp.HideChat ? ChatTransmitRange.HideChat : ChatTransmitRange.Normal);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
// get current game time for delay
var currentGameTime = _gameTiming.CurTime;
// query to get all entities with a VocalizeComponent
var query = EntityQueryEnumerator<VocalizerComponent>();
while (query.MoveNext(out var uid, out var vocalizer))
{
// go to next entity if it is too early for this one to speak
if (currentGameTime < vocalizer.NextVocalizeInterval)
continue;
// set a new time for the speak interval, regardless of whether speaking works
var randomSpeakInterval = _random.Next(vocalizer.MinVocalizeInterval, vocalizer.MaxVocalizeInterval);
vocalizer.NextVocalizeInterval += randomSpeakInterval;
// if an admin updates the speak interval to be immediate, this loop will spam messages until the
// nextspeakinterval catches up with the current game time. Prevent this from happening
if (vocalizer.NextVocalizeInterval < _gameTiming.CurTime)
vocalizer.NextVocalizeInterval = _gameTiming.CurTime + randomSpeakInterval;
// try to speak
TrySpeak((uid, vocalizer));
}
}
}
/// <summary>
/// Fired when the entity wants to try vocalizing, but doesn't have a message yet
/// </summary>
/// <param name="Message">Message to send, this is null when the event is just fired and should be set by a system</param>
/// <param name="Handled">Whether the message was handled by a system</param>
[ByRefEvent]
public record struct TryVocalizeEvent(string? Message = null, bool Handled = false, bool Cancelled = false);
/// <summary>
/// Fired when the entity wants to vocalize and has a message. Allows for interception by other systems if the
/// vocalization needs to be done some other way
/// </summary>
/// <param name="Message">Message to send</param>
/// <param name="Handled">Whether the message was handled by a system</param>
[ByRefEvent]
public record struct VocalizeEvent(string Message, bool Handled = false);