using Content.Server.Chat.Systems;
using Robust.Shared.Timing;
using Content.Shared.Chat;
using Content.Shared.Dataset;
using Content.Shared.Random.Helpers;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using static Content.Server.NPC.HTN.PrimitiveTasks.Operators.SpeakOperator.SpeakOperatorSpeech;
namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
public sealed partial class SpeakOperator : HTNOperator
{
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
private ChatSystem _chat = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[DataField(required: true)]
public SpeakOperatorSpeech Speech;
///
/// Whether to hide message from chat window and logs.
///
[DataField]
public bool Hidden;
///
/// Skip speaking for `cooldown` seconds, intended to stop spam
///
[DataField]
public TimeSpan Cooldown = TimeSpan.Zero;
///
/// Define what key is used for storing the cooldown
///
[DataField]
public string CooldownID = string.Empty;
public override void Initialize(IEntitySystemManager sysManager)
{
base.Initialize(sysManager);
_chat = sysManager.GetEntitySystem();
}
public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
{
if (Cooldown != TimeSpan.Zero && CooldownID != string.Empty)
{
if (blackboard.TryGetValue(CooldownID, out var nextSpeechTime, _entMan) && _gameTiming.CurTime < nextSpeechTime)
return base.Update(blackboard, frameTime);
blackboard.SetValue(CooldownID, _gameTiming.CurTime + Cooldown);
}
LocId speechLocId;
switch (Speech)
{
case LocalizedSetSpeakOperatorSpeech localizedDataSet:
if (!_proto.TryIndex(localizedDataSet.LineSet, out var speechSet))
return HTNOperatorStatus.Failed;
speechLocId = _random.Pick(speechSet);
break;
case SingleSpeakOperatorSpeech single:
speechLocId = single.Line;
break;
default:
throw new ArgumentOutOfRangeException(nameof(Speech));
}
var speaker = blackboard.GetValue(NPCBlackboard.Owner);
_chat.TrySendInGameICMessage(
speaker,
Loc.GetString(speechLocId),
InGameICChatType.Speak,
hideChat: Hidden,
hideLog: Hidden
);
return base.Update(blackboard, frameTime);
}
[ImplicitDataDefinitionForInheritors, MeansImplicitUse]
public abstract partial class SpeakOperatorSpeech
{
public sealed partial class SingleSpeakOperatorSpeech : SpeakOperatorSpeech
{
[DataField(required: true)]
public string Line;
}
public sealed partial class LocalizedSetSpeakOperatorSpeech : SpeakOperatorSpeech
{
[DataField(required: true)]
public ProtoId LineSet;
}
}
}