131 lines
4.8 KiB
C#
131 lines
4.8 KiB
C#
using Content.Shared.Cuffs; // DeltaV
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using Content.Shared.Cuffs.Components; // DeltaV
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using Content.Shared.Hands.Components; // DeltaV
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using Content.Shared.Chat;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Popups; // DeltaV
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using Content.Shared.Radio;
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using Content.Shared.Radio.Components;
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using Content.Shared.Radio.EntitySystems;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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namespace Content.Server.Radio.EntitySystems;
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public sealed class HeadsetSystem : SharedHeadsetSystem
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{
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly RadioSystem _radio = default!;
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[Dependency] private readonly SharedCuffableSystem _cuffable = default!; // DeltaV
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[Dependency] private readonly SharedPopupSystem _popup = default!; // DeltaV
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HeadsetComponent, RadioReceiveEvent>(OnHeadsetReceive);
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SubscribeLocalEvent<HeadsetComponent, EncryptionChannelsChangedEvent>(OnKeysChanged);
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SubscribeLocalEvent<WearingHeadsetComponent, EntitySpokeEvent>(OnSpeak);
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}
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private void OnKeysChanged(EntityUid uid, HeadsetComponent component, EncryptionChannelsChangedEvent args)
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{
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UpdateRadioChannels(uid, component, args.Component);
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}
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private void UpdateRadioChannels(EntityUid uid, HeadsetComponent headset, EncryptionKeyHolderComponent? keyHolder = null)
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{
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// make sure to not add ActiveRadioComponent when headset is being deleted
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if (!headset.Enabled || MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating)
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return;
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if (!Resolve(uid, ref keyHolder))
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return;
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if (keyHolder.Channels.Count == 0)
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RemComp<ActiveRadioComponent>(uid);
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else
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EnsureComp<ActiveRadioComponent>(uid).Channels = new(keyHolder.Channels);
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}
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private void OnSpeak(EntityUid uid, WearingHeadsetComponent component, EntitySpokeEvent args)
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{
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if (args.Channel != null
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&& TryComp(component.Headset, out EncryptionKeyHolderComponent? keys)
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&& keys.Channels.Contains(args.Channel.ID))
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{
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// Begin DeltaV Additions: No using headsets if you lost your hands or are cuffed
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if (!TryComp<HandsComponent>(uid, out var hands) || hands.Count < 1 ||
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TryComp<CuffableComponent>(uid, out var cuffable) && _cuffable.IsCuffed((uid, cuffable)))
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{
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_popup.PopupEntity(Loc.GetString("headset-cant-reach"), uid, uid, PopupType.SmallCaution);
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return;
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}
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// End DeltaV Additions
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_radio.SendRadioMessage(uid, args.Message, args.Channel, component.Headset);
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args.Channel = null; // prevent duplicate messages from other listeners.
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}
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}
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protected override void OnGotEquipped(EntityUid uid, HeadsetComponent component, GotEquippedEvent args)
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{
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base.OnGotEquipped(uid, component, args);
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if (component.IsEquipped && component.Enabled)
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{
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EnsureComp<WearingHeadsetComponent>(args.Equipee).Headset = uid;
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UpdateRadioChannels(uid, component);
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}
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}
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protected override void OnGotUnequipped(EntityUid uid, HeadsetComponent component, GotUnequippedEvent args)
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{
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base.OnGotUnequipped(uid, component, args);
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RemComp<ActiveRadioComponent>(uid);
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RemComp<WearingHeadsetComponent>(args.Equipee);
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}
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public void SetEnabled(EntityUid uid, bool value, HeadsetComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (component.Enabled == value)
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return;
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component.Enabled = value;
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Dirty(uid, component);
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if (!value)
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{
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RemCompDeferred<ActiveRadioComponent>(uid);
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if (component.IsEquipped)
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RemCompDeferred<WearingHeadsetComponent>(Transform(uid).ParentUid);
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}
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else if (component.IsEquipped)
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{
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EnsureComp<WearingHeadsetComponent>(Transform(uid).ParentUid).Headset = uid;
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UpdateRadioChannels(uid, component);
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}
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}
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private void OnHeadsetReceive(EntityUid uid, HeadsetComponent component, ref RadioReceiveEvent args)
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{
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// TODO: change this when a code refactor is done
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// this is currently done this way because receiving radio messages on an entity otherwise requires that entity
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// to have an ActiveRadioComponent
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var parent = Transform(uid).ParentUid;
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if (parent.IsValid())
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{
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var relayEvent = new HeadsetRadioReceiveRelayEvent(args);
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RaiseLocalEvent(parent, ref relayEvent);
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}
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if (TryComp(parent, out ActorComponent? actor))
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_netMan.ServerSendMessage(args.ChatMsg, actor.PlayerSession.Channel);
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}
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}
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