Files
Delta-v/Content.Server/Animals/Systems/ParrotMemorySystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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>

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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

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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...
2025-11-06 18:22:39 +00:00

248 lines
9.8 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Administration.Managers;
using Content.Server.Administration.Systems;
using Content.Server.Animals.Components;
using Content.Server.Mind;
using Content.Server.Popups;
using Content.Server.Radio;
using Content.Server.Speech;
using Content.Server.Speech.Components;
using Content.Server.Vocalization.Systems;
using Content.Shared.Database;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Content.Shared.Whitelist;
using Robust.Shared.Network;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Server.Animals.Systems;
/// <summary>
/// The ParrotMemorySystem handles remembering messages received through local chat (activelistener) or a radio
/// (radiovocalizer) and stores them in a list. When an entity with a VocalizerComponent attempts to vocalize, this will
/// try to set the message from memory.
/// </summary>
public sealed partial class ParrotMemorySystem : EntitySystem
{
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IAdminManager _admin = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly MindSystem _mind = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] private readonly PopupSystem _popup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<EraseEvent>(OnErase);
SubscribeLocalEvent<ParrotMemoryComponent, GetVerbsEvent<Verb>>(OnGetVerbs);
SubscribeLocalEvent<ParrotListenerComponent, MapInitEvent>(ListenerOnMapInit);
SubscribeLocalEvent<ParrotListenerComponent, ListenEvent>(OnListen);
SubscribeLocalEvent<ParrotListenerComponent, HeadsetRadioReceiveRelayEvent>(OnHeadsetReceive);
SubscribeLocalEvent<ParrotMemoryComponent, TryVocalizeEvent>(OnTryVocalize);
}
private void OnErase(ref EraseEvent args)
{
DeletePlayerMessages(args.PlayerNetUserId);
}
private void OnGetVerbs(Entity<ParrotMemoryComponent> entity, ref GetVerbsEvent<Verb> args)
{
var user = args.User;
// limit this to admins
if (!_admin.IsAdmin(user))
return;
// simple verb that just clears the memory list
var clearMemoryVerb = new Verb()
{
Text = Loc.GetString("parrot-verb-clear-memory"),
Category = VerbCategory.Admin,
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/AdminActions/clear-parrot.png")),
Act = () =>
{
entity.Comp.SpeechMemories.Clear();
_popup.PopupEntity(Loc.GetString("parrot-popup-memory-cleared"), entity, user, PopupType.Medium);
},
};
args.Verbs.Add(clearMemoryVerb);
}
private void ListenerOnMapInit(Entity<ParrotListenerComponent> entity, ref MapInitEvent args)
{
// If an entity has a ParrotListenerComponent it really ought to have an ActiveListenerComponent
if (!HasComp<ActiveListenerComponent>(entity))
Log.Warning($"Entity {ToPrettyString(entity)} has a ParrotListenerComponent but was not given an ActiveListenerComponent");
}
private void OnListen(Entity<ParrotListenerComponent> entity, ref ListenEvent args)
{
TryLearn(entity.Owner, args.Message, args.Source);
}
private void OnHeadsetReceive(Entity<ParrotListenerComponent> entity, ref HeadsetRadioReceiveRelayEvent args)
{
var message = args.RelayedEvent.Message;
var source = args.RelayedEvent.MessageSource;
TryLearn(entity.Owner, message, source);
}
/// <summary>
/// Called when an entity with a ParrotMemoryComponent tries to vocalize.
/// This function picks a message from memory and sets the event to handled
/// </summary>
private void OnTryVocalize(Entity<ParrotMemoryComponent> entity, ref TryVocalizeEvent args)
{
// return if this was already handled
if (args.Handled)
return;
// if there are no memories, return
if (entity.Comp.SpeechMemories.Count == 0)
return;
// get a random memory from the memory list
var memory = _random.Pick(entity.Comp.SpeechMemories);
args.Message = memory.Message;
args.Handled = true;
}
/// <summary>
/// Try to learn a new message, returning early if this entity cannot learn a new message,
/// the message doesn't pass certain checks, or the chance for learning a new message fails
/// </summary>
/// <param name="entity">Entity learning a new word</param>
/// <param name="incomingMessage">Message to learn</param>
/// <param name="source">Source EntityUid of the message</param>
public void TryLearn(Entity<ParrotMemoryComponent?, ParrotListenerComponent?> entity, string incomingMessage, EntityUid source)
{
if (!Resolve(entity, ref entity.Comp1, ref entity.Comp2))
return;
if (!_whitelist.CheckBoth(source, entity.Comp2.Blacklist, entity.Comp2.Whitelist))
return;
if (source.Equals(entity) || _mobState.IsIncapacitated(entity))
return;
// can't learn too soon after having already learnt something else
if (_gameTiming.CurTime < entity.Comp1.NextLearnInterval)
return;
// remove whitespace around message, if any
var message = incomingMessage.Trim();
// ignore messages containing tildes. This is a crude way to ignore whispers that are too far away
// TODO: this isn't great. This should be replaced with a const or we should have a better way to check faraway messages
if (message.Contains('~'))
return;
// ignore empty messages. These probably aren't sent anyway but just in case
if (string.IsNullOrWhiteSpace(message))
return;
// ignore messages that are too short or too long
if (message.Length < entity.Comp1.MinEntryLength || message.Length > entity.Comp1.MaxEntryLength)
return;
// only from this point this message has a chance of being learned
// set new time for learn interval, regardless of whether the learning succeeds
entity.Comp1.NextLearnInterval = _gameTiming.CurTime + entity.Comp1.LearnCooldown;
// decide if this message passes the learning chance
if (!_random.Prob(entity.Comp1.LearnChance))
return;
// actually commit this message to memory
Learn((entity, entity.Comp1), message, source);
}
/// <summary>
/// Actually learn a message and commit it to memory
/// </summary>
/// <param name="entity">Entity learning a new word</param>
/// <param name="message">Message to learn</param>
/// <param name="source">Source EntityUid of the message</param>
private void Learn(Entity<ParrotMemoryComponent> entity, string message, EntityUid source)
{
// log a low-priority chat type log to the admin logger
// specifies what message was learnt by what entity, and who taught the message to that entity
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Parroting entity {ToPrettyString(entity):entity} learned the phrase \"{message}\" from {ToPrettyString(source):speaker}");
NetUserId? sourceNetUserId = null;
if (_mind.TryGetMind(source, out _, out var mind))
{
sourceNetUserId = mind.UserId;
}
var newMemory = new SpeechMemory(sourceNetUserId, message);
// add a new message if there is space in the memory
if (entity.Comp.SpeechMemories.Count < entity.Comp.MaxSpeechMemory)
{
entity.Comp.SpeechMemories.Add(newMemory);
return;
}
// if there's no space in memory, replace something at random
var replaceIdx = _random.Next(entity.Comp.SpeechMemories.Count);
entity.Comp.SpeechMemories[replaceIdx] = newMemory;
}
/// <summary>
/// Delete all messages from a specified player on all ParrotMemoryComponents
/// </summary>
/// <param name="playerNetUserId">The player of whom to delete messages</param>
private void DeletePlayerMessages(NetUserId playerNetUserId)
{
// query to enumerate all entities with a memorycomponent
var query = EntityQueryEnumerator<ParrotMemoryComponent>();
while (query.MoveNext(out _, out var memory))
{
DeletePlayerMessages(memory, playerNetUserId);
}
}
/// <summary>
/// Delete all messages from a specified player on a given ParrotMemoryComponent
/// </summary>
/// <param name="memoryComponent">The ParrotMemoryComponent on which to delete messages</param>
/// <param name="playerNetUserId">The player of whom to delete messages</param>
private void DeletePlayerMessages(ParrotMemoryComponent memoryComponent, NetUserId playerNetUserId)
{
// this is a sort of expensive operation that is hopefully rare and performed on just a few parrots
// with limited memory
for (var i = 0; i < memoryComponent.SpeechMemories.Count; i++)
{
var memory = memoryComponent.SpeechMemories[i];
// netuserid may be null if the message was learnt from a non-player entity
if (memory.NetUserId is null)
continue;
// skip if this memory was not learnt from the target user
if (!memory.NetUserId.Equals(playerNetUserId))
continue;
// order isn't important in this list so we can use the faster means of removing
memoryComponent.SpeechMemories.RemoveSwap(i);
}
}
}