Delta-v/Content.Server/DeltaV/AACTablet/AACTabletSystem.cs

47 lines
1.7 KiB
C#

using Content.Server.Chat.Systems;
using Content.Shared.DeltaV.AACTablet;
using Content.Shared.DeltaV.QuickPhrase;
using Content.Shared.IdentityManagement;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.DeltaV.AACTablet;
public sealed class AACTabletSystem : EntitySystem
{
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly ILocalizationManager _loc = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] protected readonly IGameTiming Timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AACTabletComponent, AACTabletSendPhraseMessage>(OnSendPhrase);
}
private void OnSendPhrase(EntityUid uid, AACTabletComponent component, AACTabletSendPhraseMessage message)
{
if (component.NextPhrase > Timing.CurTime)
return;
// the AAC tablet uses the name of the person who pressed the tablet button
// for quality of life
var senderName = Identity.Entity(message.Actor, EntityManager);
var speakerName = Loc.GetString("speech-name-relay",
("speaker", Name(uid)),
("originalName", senderName));
if (!_prototypeManager.TryIndex<QuickPhrasePrototype>(message.PhraseID, out var phrase))
return;
_chat.TrySendInGameICMessage(uid,
_loc.GetString(phrase.Text),
InGameICChatType.Speak,
hideChat: false,
nameOverride: speakerName);
var curTime = Timing.CurTime;
component.NextPhrase = curTime + component.Cooldown;
}
}