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
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using Content.Server.Chat.Systems;
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using Content.Server.Radio.Components;
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using Content.Server.Vocalization.Components;
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using Content.Shared.Chat;
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using Content.Shared.Inventory;
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using Content.Shared.Radio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Vocalization.Systems;
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/// <summary>
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/// RadioVocalizationSystem handles vocalizing things via equipped radios when a VocalizeEvent is fired
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/// </summary>
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public sealed partial class RadioVocalizationSystem : EntitySystem
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{
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly InventorySystem _inventory = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RadioVocalizerComponent, VocalizeEvent>(OnVocalize);
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}
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/// <summary>
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/// Called whenever an entity with a VocalizerComponent tries to speak
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/// </summary>
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private void OnVocalize(Entity<RadioVocalizerComponent> entity, ref VocalizeEvent args)
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{
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if (args.Handled)
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return;
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// set to handled if we succeed in speaking on the radio
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args.Handled = TrySpeakRadio(entity.Owner, args.Message);
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}
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/// <summary>
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/// Selects a random radio channel from all ActiveRadio entities in a given entity's inventory
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/// If no channels are found, this returns false and sets channel to an empty string
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/// </summary>
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private bool TryPickRandomRadioChannel(EntityUid entity, out string channel)
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{
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HashSet<string> potentialChannels = [];
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// we don't have to check if this entity has an inventory. GetHandOrInventoryEntities will not yield anything
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// if an entity has no inventory or inventory slots
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foreach (var item in _inventory.GetHandOrInventoryEntities(entity))
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{
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if (!TryComp<ActiveRadioComponent>(item, out var radio))
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continue;
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potentialChannels.UnionWith(radio.Channels);
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}
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if (potentialChannels.Count == 0)
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{
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channel = string.Empty;
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return false;
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}
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channel = _random.Pick(potentialChannels);
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return true;
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}
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/// <summary>
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/// Attempts to speak on the radio. Returns false if there is no radio or talking on radio fails somehow
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/// </summary>
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/// <param name="entity">Entity to try and make speak on the radio</param>
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/// <param name="message">Message to speak</param>
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private bool TrySpeakRadio(Entity<RadioVocalizerComponent?> entity, string message)
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{
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if (!Resolve(entity, ref entity.Comp))
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return false;
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if (!_random.Prob(entity.Comp.RadioAttemptChance))
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return false;
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if (!TryPickRandomRadioChannel(entity, out var channel))
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return false;
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var channelPrefix = _proto.Index<RadioChannelPrototype>(channel).KeyCode;
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// send a whisper using the radio channel prefix and whatever relevant radio channel character
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// along with the message. This is analogous to how radio messages are sent by players
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_chat.TrySendInGameICMessage(
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entity,
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$"{SharedChatSystem.RadioChannelPrefix}{channelPrefix} {message}",
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InGameICChatType.Whisper,
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ChatTransmitRange.Normal);
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return true;
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}
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}
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