mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +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...
250 lines
7.6 KiB
C#
250 lines
7.6 KiB
C#
using Content.Server.Chat.Managers;
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using Content.Server.GameTicking;
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using Content.Shared.CCVar;
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using Content.Shared.Chat;
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using Content.Shared.Dataset;
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using Content.Shared.Tips;
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using Robust.Server.GameObjects;
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using Robust.Server.Player;
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using Robust.Shared.Configuration;
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using Robust.Shared.Console;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Tips;
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/// <summary>
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/// Handles periodically displaying gameplay tips to all players ingame.
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/// </summary>
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public sealed class TipsSystem : EntitySystem
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{
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly GameTicker _ticker = default!;
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[Dependency] private readonly IConsoleHost _conHost = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private bool _tipsEnabled;
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private float _tipTimeOutOfRound;
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private float _tipTimeInRound;
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private string _tipsDataset = "";
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private float _tipTippyChance;
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/// <summary>
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/// Always adds this time to a speech message. This is so really short message stay around for a bit.
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/// </summary>
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private const float SpeechBuffer = 3f;
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/// <summary>
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/// Expected reading speed.
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/// </summary>
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private const float Wpm = 180f;
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[ViewVariables(VVAccess.ReadWrite)]
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private TimeSpan _nextTipTime = TimeSpan.Zero;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GameRunLevelChangedEvent>(OnGameRunLevelChanged);
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Subs.CVar(_cfg, CCVars.TipFrequencyOutOfRound, SetOutOfRound, true);
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Subs.CVar(_cfg, CCVars.TipFrequencyInRound, SetInRound, true);
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Subs.CVar(_cfg, CCVars.TipsEnabled, SetEnabled, true);
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Subs.CVar(_cfg, CCVars.TipsDataset, SetDataset, true);
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Subs.CVar(_cfg, CCVars.TipsTippyChance, SetTippyChance, true);
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RecalculateNextTipTime();
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_conHost.RegisterCommand("tippy", Loc.GetString("cmd-tippy-desc"), Loc.GetString("cmd-tippy-help"), SendTippy, SendTippyHelper);
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_conHost.RegisterCommand("tip", Loc.GetString("cmd-tip-desc"), "tip", SendTip);
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}
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private CompletionResult SendTippyHelper(IConsoleShell shell, string[] args)
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{
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return args.Length switch
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{
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1 => CompletionResult.FromHintOptions(
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CompletionHelper.SessionNames(players: _playerManager),
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Loc.GetString("cmd-tippy-auto-1")),
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2 => CompletionResult.FromHint(Loc.GetString("cmd-tippy-auto-2")),
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3 => CompletionResult.FromHintOptions(
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CompletionHelper.PrototypeIdsLimited<EntityPrototype>(args[2], _prototype),
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Loc.GetString("cmd-tippy-auto-3")),
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4 => CompletionResult.FromHint(Loc.GetString("cmd-tippy-auto-4")),
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5 => CompletionResult.FromHint(Loc.GetString("cmd-tippy-auto-5")),
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6 => CompletionResult.FromHint(Loc.GetString("cmd-tippy-auto-6")),
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_ => CompletionResult.Empty
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};
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}
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private void SendTip(IConsoleShell shell, string argstr, string[] args)
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{
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AnnounceRandomTip();
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RecalculateNextTipTime();
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}
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private void SendTippy(IConsoleShell shell, string argstr, string[] args)
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{
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if (args.Length < 2)
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{
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shell.WriteLine(Loc.GetString("cmd-tippy-help"));
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return;
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}
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ActorComponent? actor = null;
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if (args[0] != "all")
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{
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ICommonSession? session;
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if (args.Length > 0)
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{
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// Get player entity
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if (!_playerManager.TryGetSessionByUsername(args[0], out session))
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{
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shell.WriteLine(Loc.GetString("cmd-tippy-error-no-user"));
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return;
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}
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}
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else
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{
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session = shell.Player;
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}
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if (session?.AttachedEntity is not { } user)
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{
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shell.WriteLine(Loc.GetString("cmd-tippy-error-no-user"));
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return;
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}
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if (!TryComp(user, out actor))
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{
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shell.WriteError(Loc.GetString("cmd-tippy-error-no-user"));
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return;
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}
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}
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var ev = new TippyEvent(args[1]);
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if (args.Length > 2)
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{
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ev.Proto = args[2];
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if (!_prototype.HasIndex<EntityPrototype>(args[2]))
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{
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shell.WriteError(Loc.GetString("cmd-tippy-error-no-prototype", ("proto", args[2])));
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return;
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}
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}
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if (args.Length > 3)
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ev.SpeakTime = float.Parse(args[3]);
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else
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ev.SpeakTime = GetSpeechTime(ev.Msg);
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if (args.Length > 4)
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ev.SlideTime = float.Parse(args[4]);
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if (args.Length > 5)
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ev.WaddleInterval = float.Parse(args[5]);
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if (actor != null)
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RaiseNetworkEvent(ev, actor.PlayerSession);
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else
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RaiseNetworkEvent(ev);
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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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if (!_tipsEnabled)
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return;
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if (_nextTipTime != TimeSpan.Zero && _timing.CurTime > _nextTipTime)
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{
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AnnounceRandomTip();
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RecalculateNextTipTime();
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}
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}
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private void SetOutOfRound(float value)
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{
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_tipTimeOutOfRound = value;
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}
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private void SetInRound(float value)
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{
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_tipTimeInRound = value;
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}
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private void SetEnabled(bool value)
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{
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_tipsEnabled = value;
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if (_nextTipTime != TimeSpan.Zero)
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RecalculateNextTipTime();
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}
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private void SetDataset(string value)
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{
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_tipsDataset = value;
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}
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private void SetTippyChance(float value)
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{
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_tipTippyChance = value;
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}
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public static float GetSpeechTime(string text)
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{
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var wordCount = (float)text.Split().Length;
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return SpeechBuffer + wordCount * (60f / Wpm);
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}
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private void AnnounceRandomTip()
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{
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if (!_prototype.TryIndex<LocalizedDatasetPrototype>(_tipsDataset, out var tips))
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return;
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var tip = _random.Pick(tips.Values);
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var msg = Loc.GetString("tips-system-chat-message-wrap", ("tip", Loc.GetString(tip)));
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if (_random.Prob(_tipTippyChance))
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{
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var ev = new TippyEvent(msg);
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ev.SpeakTime = GetSpeechTime(msg);
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RaiseNetworkEvent(ev);
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} else
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{
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_chat.ChatMessageToManyFiltered(Filter.Broadcast(), ChatChannel.OOC, tip, msg,
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EntityUid.Invalid, false, false, Color.MediumPurple);
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}
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}
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private void RecalculateNextTipTime()
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{
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if (_ticker.RunLevel == GameRunLevel.InRound)
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{
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_nextTipTime = _timing.CurTime + TimeSpan.FromSeconds(_tipTimeInRound);
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}
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else
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{
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_nextTipTime = _timing.CurTime + TimeSpan.FromSeconds(_tipTimeOutOfRound);
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}
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}
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private void OnGameRunLevelChanged(GameRunLevelChangedEvent ev)
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{
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// reset for lobby -> inround
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// reset for inround -> post but not post -> lobby
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if (ev.New == GameRunLevel.InRound || ev.Old == GameRunLevel.InRound)
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{
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RecalculateNextTipTime();
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}
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}
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}
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