71 lines
3.1 KiB
C#
71 lines
3.1 KiB
C#
using Content.Server.Body.Systems;
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using Content.Server.Chat.Systems;
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using Content.Shared.Body.Components;
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using Content.Shared.Chat;
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using Content.Shared.Chat.Prototypes;
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using Content.Shared.Chat.TypingIndicator;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Speech;
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using Content.Shared.Speech.Components;
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using Content.Shared.Speech.EntitySystems;
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using Content.Shared.Tag;
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using Robust.Shared.Prototypes;
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namespace Content.Server._CD.Traits;
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public sealed class SynthSystem : EntitySystem
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{
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// Begin DeltaV - make strings static readonly
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private static readonly ProtoId<TypingIndicatorPrototype> RobotTypingIndicator = "robot";
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private static readonly ProtoId<ReagentPrototype> SynthBloodReagent = "SynthBlood";
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private static readonly ProtoId<EmoteSoundsPrototype> SyntheticEmoteSounds = "SyntheticEmoteSounds";
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private static readonly ProtoId<EmotePrototype>[] SiliconEmotes = ["Beep", "Chime", "Buzz", "Buzz-Two", "Ping"];
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// End DeltaV
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[Dependency] private readonly BloodstreamSystem _bloodstream = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SynthComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<SynthComponent, EmoteEvent>(OnEmote);
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}
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private void OnStartup(EntityUid uid, SynthComponent component, ComponentStartup args)
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{
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if (TryComp<TypingIndicatorComponent>(uid, out var indicator))
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{
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indicator.TypingIndicatorPrototype = RobotTypingIndicator; // DeltaV - make strings static readonly
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Dirty(uid, indicator);
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}
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if (TryComp<BloodstreamComponent>(uid, out var bloodstream))
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{
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// Give them synth blood. Ion storm notif is handled in that system
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_bloodstream.ChangeBloodReagents((uid, bloodstream), new([new(SynthBloodReagent, bloodstream.BloodReferenceSolution.Volume)]));
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}
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// Add the silicon emotes to the allow list so we can ignore the emote whitelist/blacklist. This just allows the emote event to
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// be sent but it does not associate a sound with the emote. We'll intercept that event in OnEmote and play the sound manually there
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// since we cannot add just add sounds on the fly to the emote sounds of a species (everyone will have a different sound).
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if (HasComp<VocalComponent>(uid) && TryComp<SpeechComponent>(uid, out var speech))
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{
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speech.AllowedEmotes.AddRange(SiliconEmotes);
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Dirty(uid, speech);
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}
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}
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private void OnEmote(EntityUid uid, SynthComponent component, ref EmoteEvent args)
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{
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if (args.Handled)
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return;
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// If we make it this far, its an allowed emote, so just resolve the sound from
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// the SyntheticEmoteSounds prototype and play it.
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if (_proto.Resolve(SyntheticEmoteSounds, out var emoteSound))
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args.Handled = _chat.TryPlayEmoteSound(uid, emoteSound, args.Emote);
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}
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} |