mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* 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...
429 lines
15 KiB
C#
429 lines
15 KiB
C#
using Content.Server.Administration.Logs;
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using Content.Server.CartridgeLoader.Cartridges;
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using Content.Server.CartridgeLoader;
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using Content.Server.Chat.Managers;
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using Content.Server.Discord;
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using Content.Server.GameTicking;
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using Content.Server.MassMedia.Components;
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using Content.Server.Popups;
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using Content.Server.Station.Systems;
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using Content.Shared.Access.Components;
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using Content.Shared.Access.Systems;
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using Content.Shared.CCVar;
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using Content.Shared.CartridgeLoader.Cartridges;
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using Content.Shared.CartridgeLoader;
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using Content.Shared.Database;
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using Content.Shared.GameTicking;
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using Content.Shared.IdentityManagement;
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using Content.Shared.MassMedia.Components;
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using Content.Shared.MassMedia.Systems;
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using Content.Shared.Popups;
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using Robust.Server.GameObjects;
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using Robust.Server;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Maths;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using System.Threading.Tasks;
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namespace Content.Server.MassMedia.Systems;
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public sealed class NewsSystem : SharedNewsSystem
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{
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[Dependency] private readonly AccessReaderSystem _accessReaderSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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[Dependency] private readonly CartridgeLoaderSystem _cartridgeLoaderSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly PopupSystem _popup = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly DiscordWebhook _discord = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IBaseServer _baseServer = default!;
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private WebhookIdentifier? _webhookId = null;
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private Color _webhookEmbedColor;
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private bool _webhookSendDuringRound;
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public override void Initialize()
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{
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base.Initialize();
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// Discord hook
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_cfg.OnValueChanged(CCVars.DiscordNewsWebhook,
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value =>
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{
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if (!string.IsNullOrWhiteSpace(value))
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_discord.GetWebhook(value, data => _webhookId = data.ToIdentifier());
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}, true);
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_cfg.OnValueChanged(CCVars.DiscordNewsWebhookEmbedColor, value =>
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{
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_webhookEmbedColor = Color.LawnGreen;
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if (Color.TryParse(value, out var color))
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_webhookEmbedColor = color;
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}, true);
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_cfg.OnValueChanged(CCVars.DiscordNewsWebhookSendDuringRound, value => _webhookSendDuringRound = value, true);
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SubscribeLocalEvent<RoundEndMessageEvent>(OnRoundEndMessageEvent);
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// News writer
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SubscribeLocalEvent<NewsWriterComponent, MapInitEvent>(OnMapInit);
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// New writer bui messages
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Subs.BuiEvents<NewsWriterComponent>(NewsWriterUiKey.Key, subs =>
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{
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subs.Event<NewsWriterDeleteMessage>(OnWriteUiDeleteMessage);
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subs.Event<NewsWriterArticlesRequestMessage>(OnRequestArticlesUiMessage);
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subs.Event<NewsWriterPublishMessage>(OnWriteUiPublishMessage);
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subs.Event<NewsWriterSaveDraftMessage>(OnNewsWriterDraftUpdatedMessage);
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subs.Event<NewsWriterRequestDraftMessage>(OnRequestArticleDraftMessage);
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});
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// News reader
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SubscribeLocalEvent<NewsReaderCartridgeComponent, NewsArticlePublishedEvent>(OnArticlePublished);
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SubscribeLocalEvent<NewsReaderCartridgeComponent, NewsArticleDeletedEvent>(OnArticleDeleted);
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SubscribeLocalEvent<NewsReaderCartridgeComponent, CartridgeMessageEvent>(OnReaderUiMessage);
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SubscribeLocalEvent<NewsReaderCartridgeComponent, CartridgeUiReadyEvent>(OnReaderUiReady);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<NewsWriterComponent>();
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while (query.MoveNext(out var uid, out var comp))
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{
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if (comp.PublishEnabled || _timing.CurTime < comp.NextPublish)
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continue;
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comp.PublishEnabled = true;
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UpdateWriterUi((uid, comp));
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}
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}
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#region Writer Event Handlers
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private void OnMapInit(Entity<NewsWriterComponent> ent, ref MapInitEvent args)
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{
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var station = _station.GetOwningStation(ent);
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if (!station.HasValue)
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return;
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EnsureComp<StationNewsComponent>(station.Value);
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}
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private void OnWriteUiDeleteMessage(Entity<NewsWriterComponent> ent, ref NewsWriterDeleteMessage msg)
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{
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if (!TryGetArticles(ent, out var articles))
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return;
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if (msg.ArticleNum >= articles.Count)
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return;
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var article = articles[msg.ArticleNum];
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if (CanUse(msg.Actor, ent.Owner))
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{
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_adminLogger.Add(
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LogType.Chat, LogImpact.Medium,
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$"{ToPrettyString(msg.Actor):actor} deleted news article {article.Title} by {article.Author}: {article.Content}"
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);
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articles.RemoveAt(msg.ArticleNum);
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_audio.PlayPvs(ent.Comp.ConfirmSound, ent);
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}
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else
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{
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_popup.PopupEntity(Loc.GetString("news-write-no-access-popup"), ent, PopupType.SmallCaution);
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_audio.PlayPvs(ent.Comp.NoAccessSound, ent);
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}
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var args = new NewsArticleDeletedEvent();
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var query = EntityQueryEnumerator<NewsReaderCartridgeComponent>();
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while (query.MoveNext(out var readerUid, out _))
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{
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RaiseLocalEvent(readerUid, ref args);
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}
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UpdateWriterDevices();
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}
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private void OnRequestArticlesUiMessage(Entity<NewsWriterComponent> ent, ref NewsWriterArticlesRequestMessage msg)
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{
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UpdateWriterUi(ent);
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}
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private void OnWriteUiPublishMessage(Entity<NewsWriterComponent> ent, ref NewsWriterPublishMessage msg)
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{
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if (!ent.Comp.PublishEnabled)
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return;
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if (!TryGetArticles(ent, out var articles))
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return;
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if (!CanUse(msg.Actor, ent.Owner))
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return;
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ent.Comp.PublishEnabled = false;
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ent.Comp.NextPublish = _timing.CurTime + TimeSpan.FromSeconds(ent.Comp.PublishCooldown);
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var tryGetIdentityShortInfoEvent = new TryGetIdentityShortInfoEvent(ent, msg.Actor);
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RaiseLocalEvent(tryGetIdentityShortInfoEvent);
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string? authorName = tryGetIdentityShortInfoEvent.Title;
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var title = msg.Title.Trim();
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var content = msg.Content.Trim();
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var article = new NewsArticle
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{
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Title = title.Length <= MaxTitleLength ? title : $"{title[..MaxTitleLength]}...",
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Content = content.Length <= MaxContentLength ? content : $"{content[..MaxContentLength]}...",
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Author = authorName,
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ShareTime = _ticker.RoundDuration()
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};
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_audio.PlayPvs(ent.Comp.ConfirmSound, ent);
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_adminLogger.Add(
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LogType.Chat,
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LogImpact.Medium,
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$"{ToPrettyString(msg.Actor):actor} created news article {article.Title} by {article.Author}: {article.Content}"
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);
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_chatManager.SendAdminAnnouncement(Loc.GetString("news-publish-admin-announcement",
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("actor", msg.Actor),
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("title", article.Title),
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("author", article.Author ?? Loc.GetString("news-read-ui-no-author"))
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));
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articles.Add(article);
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var args = new NewsArticlePublishedEvent(article);
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var query = EntityQueryEnumerator<NewsReaderCartridgeComponent>();
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while (query.MoveNext(out var readerUid, out _))
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{
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RaiseLocalEvent(readerUid, ref args);
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}
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if (_webhookSendDuringRound)
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AddNewsSendWebhook(article);
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UpdateWriterDevices();
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}
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private async void AddNewsSendWebhook(NewsArticle article)
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{
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await Task.Run(async () => await SendArticleToDiscordWebhook(article));
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}
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#endregion
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#region Reader Event Handlers
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private void OnArticlePublished(Entity<NewsReaderCartridgeComponent> ent, ref NewsArticlePublishedEvent args)
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{
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if (Comp<CartridgeComponent>(ent).LoaderUid is not { } loaderUid)
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return;
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UpdateReaderUi(ent, loaderUid);
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if (!ent.Comp.NotificationOn)
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return;
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_cartridgeLoaderSystem.SendNotification(
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loaderUid,
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Loc.GetString("news-pda-notification-header"),
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args.Article.Title);
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}
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private void OnArticleDeleted(Entity<NewsReaderCartridgeComponent> ent, ref NewsArticleDeletedEvent args)
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{
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if (Comp<CartridgeComponent>(ent).LoaderUid is not { } loaderUid)
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return;
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UpdateReaderUi(ent, loaderUid);
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}
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private void OnReaderUiMessage(Entity<NewsReaderCartridgeComponent> ent, ref CartridgeMessageEvent args)
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{
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if (args is not NewsReaderUiMessageEvent message)
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return;
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switch (message.Action)
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{
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case NewsReaderUiAction.Next:
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NewsReaderLeafArticle(ent, 1);
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break;
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case NewsReaderUiAction.Prev:
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NewsReaderLeafArticle(ent, -1);
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break;
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case NewsReaderUiAction.NotificationSwitch:
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ent.Comp.NotificationOn = !ent.Comp.NotificationOn;
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break;
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}
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UpdateReaderUi(ent, GetEntity(args.LoaderUid));
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}
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private void OnReaderUiReady(Entity<NewsReaderCartridgeComponent> ent, ref CartridgeUiReadyEvent args)
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{
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UpdateReaderUi(ent, args.Loader);
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}
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#endregion
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private bool TryGetArticles(EntityUid uid, [NotNullWhen(true)] out List<NewsArticle>? articles)
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{
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if (_station.GetOwningStation(uid) is not { } station ||
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!TryComp<StationNewsComponent>(station, out var stationNews))
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{
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articles = null;
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return false;
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}
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articles = stationNews.Articles;
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return true;
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}
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private void UpdateWriterUi(Entity<NewsWriterComponent> ent)
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{
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if (!_ui.HasUi(ent, NewsWriterUiKey.Key))
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return;
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if (!TryGetArticles(ent, out var articles))
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return;
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var state = new NewsWriterBoundUserInterfaceState(articles.ToArray(), ent.Comp.PublishEnabled, ent.Comp.NextPublish, ent.Comp.DraftTitle, ent.Comp.DraftContent);
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_ui.SetUiState(ent.Owner, NewsWriterUiKey.Key, state);
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}
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private void UpdateReaderUi(Entity<NewsReaderCartridgeComponent> ent, EntityUid loaderUid)
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{
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if (!TryGetArticles(ent, out var articles))
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return;
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NewsReaderLeafArticle(ent, 0);
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if (articles.Count == 0)
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{
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_cartridgeLoaderSystem.UpdateCartridgeUiState(loaderUid, new NewsReaderEmptyBoundUserInterfaceState(ent.Comp.NotificationOn));
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return;
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}
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var state = new NewsReaderBoundUserInterfaceState(
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articles[ent.Comp.ArticleNumber],
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ent.Comp.ArticleNumber + 1,
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articles.Count,
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ent.Comp.NotificationOn);
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_cartridgeLoaderSystem.UpdateCartridgeUiState(loaderUid, state);
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}
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private void NewsReaderLeafArticle(Entity<NewsReaderCartridgeComponent> ent, int leafDir)
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{
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if (!TryGetArticles(ent, out var articles))
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return;
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ent.Comp.ArticleNumber += leafDir;
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if (ent.Comp.ArticleNumber >= articles.Count)
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ent.Comp.ArticleNumber = 0;
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if (ent.Comp.ArticleNumber < 0)
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ent.Comp.ArticleNumber = articles.Count - 1;
|
|
}
|
|
|
|
private void UpdateWriterDevices()
|
|
{
|
|
var query = EntityQueryEnumerator<NewsWriterComponent>();
|
|
while (query.MoveNext(out var owner, out var comp))
|
|
{
|
|
UpdateWriterUi((owner, comp));
|
|
}
|
|
}
|
|
|
|
private bool CanUse(EntityUid user, EntityUid console)
|
|
{
|
|
|
|
if (TryComp<AccessReaderComponent>(console, out var accessReaderComponent))
|
|
{
|
|
return _accessReaderSystem.IsAllowed(user, console, accessReaderComponent);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
private void OnNewsWriterDraftUpdatedMessage(Entity<NewsWriterComponent> ent, ref NewsWriterSaveDraftMessage args)
|
|
{
|
|
ent.Comp.DraftTitle = args.DraftTitle;
|
|
ent.Comp.DraftContent = args.DraftContent;
|
|
}
|
|
|
|
private void OnRequestArticleDraftMessage(Entity<NewsWriterComponent> ent, ref NewsWriterRequestDraftMessage msg)
|
|
{
|
|
UpdateWriterUi(ent);
|
|
}
|
|
|
|
#region Discord Hook
|
|
|
|
private void OnRoundEndMessageEvent(RoundEndMessageEvent ev)
|
|
{
|
|
if (_webhookSendDuringRound)
|
|
return;
|
|
|
|
var query = EntityQueryEnumerator<StationNewsComponent>();
|
|
|
|
while (query.MoveNext(out _, out var comp))
|
|
{
|
|
SendArticlesListToDiscordWebhook(comp.Articles.OrderBy(article => article.ShareTime));
|
|
}
|
|
}
|
|
|
|
private async void SendArticlesListToDiscordWebhook(IOrderedEnumerable<NewsArticle> articles)
|
|
{
|
|
foreach (var article in articles)
|
|
{
|
|
await Task.Delay(TimeSpan.FromSeconds(1)); // TODO: proper discord rate limit handling
|
|
await SendArticleToDiscordWebhook(article);
|
|
}
|
|
}
|
|
|
|
private async Task SendArticleToDiscordWebhook(NewsArticle article)
|
|
{
|
|
if (_webhookId is null)
|
|
return;
|
|
|
|
try
|
|
{
|
|
var embed = new WebhookEmbed
|
|
{
|
|
Title = article.Title,
|
|
// There is no need to cut article content. It's MaxContentLength smaller then discord's limit (4096):
|
|
Description = FormattedMessage.RemoveMarkupPermissive(article.Content),
|
|
Color = _webhookEmbedColor.ToArgb() & 0xFFFFFF, // HACK: way to get hex without A (transparency)
|
|
Footer = new WebhookEmbedFooter
|
|
{
|
|
Text = Loc.GetString("news-discord-footer",
|
|
("server", _baseServer.ServerName),
|
|
("round", _ticker.RoundId),
|
|
("author", article.Author ?? Loc.GetString("news-discord-unknown-author")),
|
|
("time", article.ShareTime.ToString(@"hh\:mm\:ss")))
|
|
}
|
|
};
|
|
var payload = new WebhookPayload { Embeds = [embed] };
|
|
await _discord.CreateMessage(_webhookId.Value, payload);
|
|
Log.Info("Sent news article to Discord webhook");
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
Log.Error($"Error while sending discord news article:\n{e}");
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
}
|