mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* 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...
223 lines
6.6 KiB
C#
223 lines
6.6 KiB
C#
using Content.Shared.Chat;
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using Content.Shared.Speech;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Telephone;
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedTelephoneSystem))]
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public sealed partial class TelephoneComponent : Component
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{
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/// <summary>
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/// Sets how long the telephone will ring before it automatically hangs up
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/// </summary>
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[DataField]
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public float RingingTimeout = 30;
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/// <summary>
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/// Sets how long the telephone can remain idle in-call before it automatically hangs up
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/// </summary>
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[DataField]
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public float IdlingTimeout = 60;
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/// <summary>
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/// Sets how long the telephone will stay in the hanging up state before return to idle
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/// </summary>
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[DataField]
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public float HangingUpTimeout = 2;
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/// <summary>
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/// Tone played while the phone is ringing
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/// </summary>
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[DataField]
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public SoundSpecifier? RingTone = null;
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/// <summary>
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/// Sets the number of seconds before the next ring tone is played
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/// </summary>
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[DataField]
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public float RingInterval = 2f;
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/// <summary>
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/// The time at which the next tone will be played
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/// </summary>
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[DataField]
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public TimeSpan NextRingToneTime;
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/// <summary>
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/// The volume at which relayed messages are played
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/// </summary>
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[DataField]
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public TelephoneVolume SpeakerVolume = TelephoneVolume.Whisper;
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/// <summary>
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/// The maximum range at which the telephone initiate a call with another
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/// </summary>
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[DataField]
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public TelephoneRange TransmissionRange = TelephoneRange.Grid;
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/// <summary>
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/// This telephone will ignore devices that share the same grid as it
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/// </summary>
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/// <remarks>
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/// This bool will be ignored if the <see cref="TransmissionRange"/> is
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/// set to <see cref="TelephoneRange.Grid"/>
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/// </remarks>
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[DataField]
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public bool IgnoreTelephonesOnSameGrid = false;
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/// <summary>
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/// The telephone can only connect with other telephones which have a
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/// <see cref="TransmissionRange"/> present in this list
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/// </summary>
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[DataField]
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public List<TelephoneRange> CompatibleRanges = new List<TelephoneRange>() { TelephoneRange.Grid };
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/// <summary>
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/// The range at which the telephone picks up voices
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/// </summary>
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[DataField]
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public float ListeningRange = 2;
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/// <summary>
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/// This telephone should not appear on public telephone directories
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/// </summary>
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[DataField]
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public bool UnlistedNumber = false;
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/// <summary>
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/// Speech is relayed through this entity instead of the telephone
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public Entity<SpeechComponent>? Speaker = null;
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/// <summary>
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/// Telephone number for this device
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/// </summary>
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/// <remarks>
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/// For future use - a system for generating and handling telephone numbers has not been implemented yet
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/// </remarks>
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[ViewVariables]
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public int TelephoneNumber = -1;
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/// <summary>
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/// Linked telephone
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/// </summary>
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[ViewVariables]
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public HashSet<Entity<TelephoneComponent>> LinkedTelephones = new();
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/// <summary>
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/// Defines the current state the telephone is in
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public TelephoneState CurrentState = TelephoneState.Idle;
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/// <summary>
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/// The game tick the current state started
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/// </summary>
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[ViewVariables]
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public TimeSpan StateStartTime;
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/// <summary>
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/// Sets whether the telphone can pick up nearby speech
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/// </summary>
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[ViewVariables]
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public bool Muted = false;
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/// <summary>
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/// The presumed name and/or job of the last person to call this telephone
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/// and the name of the device that they used to do so
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/// </summary>
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[ViewVariables, AutoNetworkedField]
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public (string?, string?, string?) LastCallerId;
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}
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#region: Telephone events
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/// <summary>
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/// Raised when one telephone is attempting to call another
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/// </summary>
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[ByRefEvent]
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public record struct TelephoneCallAttemptEvent(Entity<TelephoneComponent> Source, Entity<TelephoneComponent> Receiver, EntityUid? User)
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{
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public bool Cancelled = false;
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}
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/// <summary>
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/// Raised when a telephone's state changes
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/// </summary>
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[ByRefEvent]
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public record struct TelephoneStateChangeEvent(TelephoneState OldState, TelephoneState NewState);
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/// <summary>
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/// Raised when communication between one telephone and another begins
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/// </summary>
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[ByRefEvent]
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public record struct TelephoneCallCommencedEvent(Entity<TelephoneComponent> Receiver);
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/// <summary>
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/// Raised when a telephone hangs up
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/// </summary>
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[ByRefEvent]
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public record struct TelephoneCallEndedEvent();
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/// <summary>
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/// Raised when a chat message is sent by a telephone to another
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/// </summary>
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[ByRefEvent]
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public readonly record struct TelephoneMessageSentEvent(string Message, MsgChatMessage ChatMsg, EntityUid MessageSource);
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/// <summary>
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/// Raised when a chat message is received by a telephone from another
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/// </summary>
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[ByRefEvent]
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public readonly record struct TelephoneMessageReceivedEvent(string Message, MsgChatMessage ChatMsg, EntityUid MessageSource, Entity<TelephoneComponent> TelephoneSource);
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#endregion
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/// <summary>
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/// Options for tailoring telephone calls
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/// </summary>
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[Serializable, NetSerializable]
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public struct TelephoneCallOptions
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{
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public bool IgnoreRange; // The source can always reach its target
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public bool ForceConnect; // The source immediately starts a call with the receiver, potentially interrupting a call that is already in progress
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public bool ForceJoin; // The source smoothly joins a call in progress, or starts a normal call with the receiver if there is none
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public bool MuteSource; // Chatter from the source is not transmitted - could be used for eavesdropping when combined with 'ForceJoin'
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public bool MuteReceiver; // Chatter from the receiver is not transmitted - useful for broadcasting messages to multiple receivers
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}
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[Serializable, NetSerializable]
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public enum TelephoneVisuals : byte
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{
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Key
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}
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[Serializable, NetSerializable]
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public enum TelephoneState : byte
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{
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Idle,
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Calling,
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Ringing,
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InCall,
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EndingCall
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}
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[Serializable, NetSerializable]
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public enum TelephoneVolume : byte
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{
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Whisper,
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Speak
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}
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[Serializable, NetSerializable]
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public enum TelephoneRange : byte
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{
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Grid, // Can only reach telephones that are on the same grid
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Map, // Can reach any telephone that is on the same map
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Unlimited, // Can reach any telephone, across any distance
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}
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