Delta-v/Content.Server/_CD/Traits/SynthSystem.cs

67 lines
2.7 KiB
C#

using Content.Server.Body.Systems;
using Content.Server.Chat.Systems;
using Content.Shared.Body.Components;
using Content.Shared.Chat;
using Content.Shared.Chat.Prototypes;
using Content.Shared.Chat.TypingIndicator;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Speech.Components;
using Content.Shared.Tag;
using Robust.Shared.Prototypes;
namespace Content.Server._CD.Traits;
public sealed class SynthSystem : EntitySystem
{
// Begin DeltaV - make strings static readonly
private static readonly ProtoId<TypingIndicatorPrototype> RobotTypingIndicator = "robot";
private static readonly ProtoId<ReagentPrototype> SynthBloodReagent = "SynthBlood";
private static readonly ProtoId<TagPrototype> SyntheticEmotesTag = "SyntheticEmotes";
private static readonly ProtoId<EmoteSoundsPrototype> SyntheticEmoteSounds = "SyntheticEmoteSounds";
// End DeltaV
[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
[Dependency] private readonly TagSystem _tag = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly ChatSystem _chat = default!;
private EmoteSoundsPrototype? _syntheticEmoteSounds; // delta-v - proper synthe emote implementation
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SynthComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<SynthComponent, EmoteEvent>(OnEmote); // delta-v - proper synthe emote implementation
}
private void OnStartup(EntityUid uid, SynthComponent component, ComponentStartup args)
{
if (TryComp<TypingIndicatorComponent>(uid, out var indicator))
{
indicator.TypingIndicatorPrototype = RobotTypingIndicator; // DeltaV - make strings static readonly
Dirty(uid, indicator);
}
// Begin DeltaV - Change blood amount according to original BloodstreamCompoent.ReferenceSolution volume
if (TryComp<BloodstreamComponent>(uid, out var bloodstream))
{
// Give them synth blood. Ion storm notif is handled in that system
_bloodstream.ChangeBloodReagents((uid, bloodstream), new([new(SynthBloodReagent, bloodstream.BloodReferenceSolution.Volume)]));
}
// End DeltaV
_tag.AddTag(uid, SyntheticEmotesTag); // delta-v - proper synthe emote implementation
}
// Start DeltaV - proper synthe emote implementation
private void OnEmote(EntityUid uid, SynthComponent component, ref EmoteEvent args)
{
if (args.Handled)
return;
_syntheticEmoteSounds ??= _proto.Index(SyntheticEmoteSounds);
args.Handled = _chat.TryPlayEmoteSound(uid, _syntheticEmoteSounds, args.Emote);
}
// End DeltaV
}