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Parroting Parrots part 1: Help maints! SQUAWK! Maints! (#38243) * parrots have ears. add poly * high tech parrot functionality * adjust times * add accent to radio message * don't spam everything all at once probably * learn about the existence of prob(float) * actually use Prob(float) correctly * newline * add pet spawner for poly * move chance to talk on radio to component * missing comment * minor edits and doc additions * the reviewerrrrrrr * parrot can't learn when crit or dead * increase default memory * rename poly to polly * crude way to ignore whispers. chatcode please * This is Polly. It is set to broadcast over the engineering frequency * add missing initialize * add displacement map for parrot ears * review comments - Errant * minor things * large rework * fix attempting to talk when entity has no channels * use list of active radios again to track channels * fix bad return, some comments * fix long learn cooldown * minor adjustments * use FromMinutes * the voices told me to make these changes * remove default reassignment * Review changes * remove polly's accent * decouple radio stuff from parrotsystem * minor stuff * split vocalization and parroting * minor review work * re-add missing check * add admin verb for clearing parrot messages * minor action icon update * oops * increase icon number text size * Admin erase parrot messages associated with players * part 1 beck review * add whitelist and blacklist for parrots * Downgrade missing component error to warning * Add comment * add some missing comments * Remove active radio entity tracking, use all inventory slots * Minor changes * small review stuff * review radio stuff * swap ears displacement to invisible death displacement * remove syncsprite * vscode why do yo have to hurt my feelings * review changes * use checkboth
2025-07-09 21:04:57 +02:00
using Content.Server.Chat.Systems;
using Content.Server.Vocalization.Components;
using Content.Shared.Chat;
using Content.Shared.Inventory;
using Content.Shared.Radio;
using Content.Shared.Radio.Components;
Parroting Parrots part 1: Help maints! SQUAWK! Maints! (#38243) * parrots have ears. add poly * high tech parrot functionality * adjust times * add accent to radio message * don't spam everything all at once probably * learn about the existence of prob(float) * actually use Prob(float) correctly * newline * add pet spawner for poly * move chance to talk on radio to component * missing comment * minor edits and doc additions * the reviewerrrrrrr * parrot can't learn when crit or dead * increase default memory * rename poly to polly * crude way to ignore whispers. chatcode please * This is Polly. It is set to broadcast over the engineering frequency * add missing initialize * add displacement map for parrot ears * review comments - Errant * minor things * large rework * fix attempting to talk when entity has no channels * use list of active radios again to track channels * fix bad return, some comments * fix long learn cooldown * minor adjustments * use FromMinutes * the voices told me to make these changes * remove default reassignment * Review changes * remove polly's accent * decouple radio stuff from parrotsystem * minor stuff * split vocalization and parroting * minor review work * re-add missing check * add admin verb for clearing parrot messages * minor action icon update * oops * increase icon number text size * Admin erase parrot messages associated with players * part 1 beck review * add whitelist and blacklist for parrots * Downgrade missing component error to warning * Add comment * add some missing comments * Remove active radio entity tracking, use all inventory slots * Minor changes * small review stuff * review radio stuff * swap ears displacement to invisible death displacement * remove syncsprite * vscode why do yo have to hurt my feelings * review changes * use checkboth
2025-07-09 21:04:57 +02:00
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Vocalization.Systems;
/// <summary>
/// RadioVocalizationSystem handles vocalizing things via equipped radios when a VocalizeEvent is fired
/// </summary>
public sealed partial class RadioVocalizationSystem : EntitySystem
{
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly InventorySystem _inventory = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RadioVocalizerComponent, VocalizeEvent>(OnVocalize);
}
/// <summary>
/// Called whenever an entity with a VocalizerComponent tries to speak
/// </summary>
private void OnVocalize(Entity<RadioVocalizerComponent> entity, ref VocalizeEvent args)
{
if (args.Handled)
return;
// set to handled if we succeed in speaking on the radio
args.Handled = TrySpeakRadio(entity.Owner, args.Message);
}
/// <summary>
/// Selects a random radio channel from all ActiveRadio entities in a given entity's inventory
/// If no channels are found, this returns false and sets channel to an empty string
/// </summary>
private bool TryPickRandomRadioChannel(EntityUid entity, out ProtoId<RadioChannelPrototype> channel)
Parroting Parrots part 1: Help maints! SQUAWK! Maints! (#38243) * parrots have ears. add poly * high tech parrot functionality * adjust times * add accent to radio message * don't spam everything all at once probably * learn about the existence of prob(float) * actually use Prob(float) correctly * newline * add pet spawner for poly * move chance to talk on radio to component * missing comment * minor edits and doc additions * the reviewerrrrrrr * parrot can't learn when crit or dead * increase default memory * rename poly to polly * crude way to ignore whispers. chatcode please * This is Polly. It is set to broadcast over the engineering frequency * add missing initialize * add displacement map for parrot ears * review comments - Errant * minor things * large rework * fix attempting to talk when entity has no channels * use list of active radios again to track channels * fix bad return, some comments * fix long learn cooldown * minor adjustments * use FromMinutes * the voices told me to make these changes * remove default reassignment * Review changes * remove polly's accent * decouple radio stuff from parrotsystem * minor stuff * split vocalization and parroting * minor review work * re-add missing check * add admin verb for clearing parrot messages * minor action icon update * oops * increase icon number text size * Admin erase parrot messages associated with players * part 1 beck review * add whitelist and blacklist for parrots * Downgrade missing component error to warning * Add comment * add some missing comments * Remove active radio entity tracking, use all inventory slots * Minor changes * small review stuff * review radio stuff * swap ears displacement to invisible death displacement * remove syncsprite * vscode why do yo have to hurt my feelings * review changes * use checkboth
2025-07-09 21:04:57 +02:00
{
HashSet<ProtoId<RadioChannelPrototype>> potentialChannels = [];
Parroting Parrots part 1: Help maints! SQUAWK! Maints! (#38243) * parrots have ears. add poly * high tech parrot functionality * adjust times * add accent to radio message * don't spam everything all at once probably * learn about the existence of prob(float) * actually use Prob(float) correctly * newline * add pet spawner for poly * move chance to talk on radio to component * missing comment * minor edits and doc additions * the reviewerrrrrrr * parrot can't learn when crit or dead * increase default memory * rename poly to polly * crude way to ignore whispers. chatcode please * This is Polly. It is set to broadcast over the engineering frequency * add missing initialize * add displacement map for parrot ears * review comments - Errant * minor things * large rework * fix attempting to talk when entity has no channels * use list of active radios again to track channels * fix bad return, some comments * fix long learn cooldown * minor adjustments * use FromMinutes * the voices told me to make these changes * remove default reassignment * Review changes * remove polly's accent * decouple radio stuff from parrotsystem * minor stuff * split vocalization and parroting * minor review work * re-add missing check * add admin verb for clearing parrot messages * minor action icon update * oops * increase icon number text size * Admin erase parrot messages associated with players * part 1 beck review * add whitelist and blacklist for parrots * Downgrade missing component error to warning * Add comment * add some missing comments * Remove active radio entity tracking, use all inventory slots * Minor changes * small review stuff * review radio stuff * swap ears displacement to invisible death displacement * remove syncsprite * vscode why do yo have to hurt my feelings * review changes * use checkboth
2025-07-09 21:04:57 +02:00
// we don't have to check if this entity has an inventory. GetHandOrInventoryEntities will not yield anything
// if an entity has no inventory or inventory slots
foreach (var item in _inventory.GetHandOrInventoryEntities(entity))
{
if (!TryComp<ActiveRadioComponent>(item, out var radio))
continue;
potentialChannels.UnionWith(radio.Channels);
}
if (potentialChannels.Count == 0)
{
channel = string.Empty;
return false;
}
channel = _random.Pick(potentialChannels);
return true;
}
/// <summary>
/// Attempts to speak on the radio. Returns false if there is no radio or talking on radio fails somehow
/// </summary>
/// <param name="entity">Entity to try and make speak on the radio</param>
/// <param name="message">Message to speak</param>
private bool TrySpeakRadio(Entity<RadioVocalizerComponent?> entity, string message)
{
if (!Resolve(entity, ref entity.Comp))
return false;
if (!_random.Prob(entity.Comp.RadioAttemptChance))
return false;
if (!TryPickRandomRadioChannel(entity, out var channel))
return false;
var channelPrefix = _proto.Index<RadioChannelPrototype>(channel).KeyCode;
// send a whisper using the radio channel prefix and whatever relevant radio channel character
// along with the message. This is analogous to how radio messages are sent by players
_chat.TrySendInGameICMessage(
entity,
$"{SharedChatSystem.RadioChannelPrefix}{channelPrefix} {message}",
InGameICChatType.Whisper,
ChatTransmitRange.Normal);
return true;
}
}