47 lines
1.5 KiB
C#
47 lines
1.5 KiB
C#
using Content.Server.Chat.Systems;
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using Content.Server.Speech.Components;
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using Content.Shared._DV.AACTablet;
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using Content.Shared.IdentityManagement;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server._DV.AACTablet;
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public sealed class AACTabletSystem : EntitySystem
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{
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AACTabletComponent, AACTabletSendPhraseMessage>(OnSendPhrase);
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}
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private void OnSendPhrase(Entity<AACTabletComponent> ent, ref AACTabletSendPhraseMessage message)
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{
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if (ent.Comp.NextPhrase > _timing.CurTime)
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return;
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var senderName = Identity.Entity(message.Actor, EntityManager);
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var speakerName = Loc.GetString("speech-name-relay",
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("speaker", Name(ent)),
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("originalName", senderName));
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if (!_prototype.TryIndex(message.PhraseId, out var phrase))
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return;
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EnsureComp<VoiceOverrideComponent>(ent).NameOverride = speakerName;
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_chat.TrySendInGameICMessage(ent,
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Loc.GetString(phrase.Text),
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InGameICChatType.Speak,
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hideChat: false,
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nameOverride: speakerName);
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var curTime = _timing.CurTime;
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ent.Comp.NextPhrase = curTime + ent.Comp.Cooldown;
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}
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}
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