mirror of
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* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
248 lines
9.8 KiB
C#
248 lines
9.8 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.Administration.Managers;
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using Content.Server.Administration.Systems;
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using Content.Server.Animals.Components;
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using Content.Server.Mind;
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using Content.Server.Popups;
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using Content.Server.Radio;
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using Content.Server.Speech;
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using Content.Server.Speech.Components;
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using Content.Server.Vocalization.Systems;
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using Content.Shared.Database;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Verbs;
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using Content.Shared.Whitelist;
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using Robust.Shared.Network;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Animals.Systems;
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/// <summary>
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/// The ParrotMemorySystem handles remembering messages received through local chat (activelistener) or a radio
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/// (radiovocalizer) and stores them in a list. When an entity with a VocalizerComponent attempts to vocalize, this will
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/// try to set the message from memory.
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/// </summary>
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public sealed partial class ParrotMemorySystem : EntitySystem
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{
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IAdminManager _admin = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly MindSystem _mind = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EraseEvent>(OnErase);
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SubscribeLocalEvent<ParrotMemoryComponent, GetVerbsEvent<Verb>>(OnGetVerbs);
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SubscribeLocalEvent<ParrotListenerComponent, MapInitEvent>(ListenerOnMapInit);
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SubscribeLocalEvent<ParrotListenerComponent, ListenEvent>(OnListen);
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SubscribeLocalEvent<ParrotListenerComponent, HeadsetRadioReceiveRelayEvent>(OnHeadsetReceive);
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SubscribeLocalEvent<ParrotMemoryComponent, TryVocalizeEvent>(OnTryVocalize);
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}
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private void OnErase(ref EraseEvent args)
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{
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DeletePlayerMessages(args.PlayerNetUserId);
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}
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private void OnGetVerbs(Entity<ParrotMemoryComponent> entity, ref GetVerbsEvent<Verb> args)
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{
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var user = args.User;
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// limit this to admins
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if (!_admin.IsAdmin(user))
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return;
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// simple verb that just clears the memory list
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var clearMemoryVerb = new Verb()
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{
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Text = Loc.GetString("parrot-verb-clear-memory"),
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Category = VerbCategory.Admin,
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/AdminActions/clear-parrot.png")),
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Act = () =>
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{
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entity.Comp.SpeechMemories.Clear();
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_popup.PopupEntity(Loc.GetString("parrot-popup-memory-cleared"), entity, user, PopupType.Medium);
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},
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};
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args.Verbs.Add(clearMemoryVerb);
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}
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private void ListenerOnMapInit(Entity<ParrotListenerComponent> entity, ref MapInitEvent args)
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{
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// If an entity has a ParrotListenerComponent it really ought to have an ActiveListenerComponent
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if (!HasComp<ActiveListenerComponent>(entity))
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Log.Warning($"Entity {ToPrettyString(entity)} has a ParrotListenerComponent but was not given an ActiveListenerComponent");
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}
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private void OnListen(Entity<ParrotListenerComponent> entity, ref ListenEvent args)
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{
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TryLearn(entity.Owner, args.Message, args.Source);
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}
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private void OnHeadsetReceive(Entity<ParrotListenerComponent> entity, ref HeadsetRadioReceiveRelayEvent args)
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{
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var message = args.RelayedEvent.Message;
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var source = args.RelayedEvent.MessageSource;
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TryLearn(entity.Owner, message, source);
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}
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/// <summary>
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/// Called when an entity with a ParrotMemoryComponent tries to vocalize.
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/// This function picks a message from memory and sets the event to handled
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/// </summary>
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private void OnTryVocalize(Entity<ParrotMemoryComponent> entity, ref TryVocalizeEvent args)
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{
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// return if this was already handled
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if (args.Handled)
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return;
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// if there are no memories, return
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if (entity.Comp.SpeechMemories.Count == 0)
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return;
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// get a random memory from the memory list
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var memory = _random.Pick(entity.Comp.SpeechMemories);
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args.Message = memory.Message;
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args.Handled = true;
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}
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/// <summary>
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/// Try to learn a new message, returning early if this entity cannot learn a new message,
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/// the message doesn't pass certain checks, or the chance for learning a new message fails
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/// </summary>
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/// <param name="entity">Entity learning a new word</param>
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/// <param name="incomingMessage">Message to learn</param>
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/// <param name="source">Source EntityUid of the message</param>
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public void TryLearn(Entity<ParrotMemoryComponent?, ParrotListenerComponent?> entity, string incomingMessage, EntityUid source)
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{
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if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2))
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return;
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if (!_whitelist.CheckBoth(source, entity.Comp2.Blacklist, entity.Comp2.Whitelist))
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return;
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if (source.Equals(entity) || _mobState.IsIncapacitated(entity))
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return;
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// can't learn too soon after having already learnt something else
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if (_gameTiming.CurTime < entity.Comp1.NextLearnInterval)
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return;
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// remove whitespace around message, if any
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var message = incomingMessage.Trim();
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// ignore messages containing tildes. This is a crude way to ignore whispers that are too far away
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// TODO: this isn't great. This should be replaced with a const or we should have a better way to check faraway messages
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if (message.Contains('~'))
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return;
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// ignore empty messages. These probably aren't sent anyway but just in case
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if (string.IsNullOrWhiteSpace(message))
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return;
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// ignore messages that are too short or too long
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if (message.Length < entity.Comp1.MinEntryLength || message.Length > entity.Comp1.MaxEntryLength)
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return;
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// only from this point this message has a chance of being learned
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// set new time for learn interval, regardless of whether the learning succeeds
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entity.Comp1.NextLearnInterval = _gameTiming.CurTime + entity.Comp1.LearnCooldown;
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// decide if this message passes the learning chance
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if (!_random.Prob(entity.Comp1.LearnChance))
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return;
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// actually commit this message to memory
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Learn((entity, entity.Comp1), message, source);
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}
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/// <summary>
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/// Actually learn a message and commit it to memory
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/// </summary>
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/// <param name="entity">Entity learning a new word</param>
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/// <param name="message">Message to learn</param>
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/// <param name="source">Source EntityUid of the message</param>
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private void Learn(Entity<ParrotMemoryComponent> entity, string message, EntityUid source)
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{
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// log a low-priority chat type log to the admin logger
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// specifies what message was learnt by what entity, and who taught the message to that entity
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_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Parroting entity {ToPrettyString(entity):entity} learned the phrase \"{message}\" from {ToPrettyString(source):speaker}");
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NetUserId? sourceNetUserId = null;
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if (_mind.TryGetMind(source, out _, out var mind))
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{
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sourceNetUserId = mind.UserId;
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}
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var newMemory = new SpeechMemory(sourceNetUserId, message);
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// add a new message if there is space in the memory
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if (entity.Comp.SpeechMemories.Count < entity.Comp.MaxSpeechMemory)
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{
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entity.Comp.SpeechMemories.Add(newMemory);
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return;
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}
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// if there's no space in memory, replace something at random
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var replaceIdx = _random.Next(entity.Comp.SpeechMemories.Count);
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entity.Comp.SpeechMemories[replaceIdx] = newMemory;
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}
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/// <summary>
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/// Delete all messages from a specified player on all ParrotMemoryComponents
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/// </summary>
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/// <param name="playerNetUserId">The player of whom to delete messages</param>
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private void DeletePlayerMessages(NetUserId playerNetUserId)
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{
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// query to enumerate all entities with a memorycomponent
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var query = EntityQueryEnumerator<ParrotMemoryComponent>();
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while (query.MoveNext(out _, out var memory))
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{
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DeletePlayerMessages(memory, playerNetUserId);
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}
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}
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/// <summary>
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/// Delete all messages from a specified player on a given ParrotMemoryComponent
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/// </summary>
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/// <param name="memoryComponent">The ParrotMemoryComponent on which to delete messages</param>
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/// <param name="playerNetUserId">The player of whom to delete messages</param>
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private void DeletePlayerMessages(ParrotMemoryComponent memoryComponent, NetUserId playerNetUserId)
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{
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// this is a sort of expensive operation that is hopefully rare and performed on just a few parrots
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// with limited memory
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for (var i = 0; i < memoryComponent.SpeechMemories.Count; i++)
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{
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var memory = memoryComponent.SpeechMemories[i];
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// netuserid may be null if the message was learnt from a non-player entity
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if (memory.NetUserId is null)
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continue;
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// skip if this memory was not learnt from the target user
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if (!memory.NetUserId.Equals(playerNetUserId))
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continue;
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// order isn't important in this list so we can use the faster means of removing
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memoryComponent.SpeechMemories.RemoveSwap(i);
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}
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}
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}
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