Files
ss14-wl/Content.Server/VoiceMask/VoiceMaskSystem.cs

297 lines
12 KiB
C#

using Content.Server.Speech;
using Content.Shared.Actions;
using Content.Shared.Administration.Logs;
using Content.Shared.CCVar;
using Content.Shared.Chat;
using Content.Shared.Clothing;
using Content.Shared.Database;
using Content.Shared.IdentityManagement;
using Content.Shared.IdentityManagement.Components;
using Content.Shared.Implants;
using Content.Shared.Inventory;
using Content.Shared.Lock;
using Content.Shared.Popups;
using Content.Shared.Speech;
using Content.Shared.VoiceMask;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Prototypes;
namespace Content.Server.VoiceMask;
public sealed partial class VoiceMaskSystem : EntitySystem
{
[Dependency] private SharedUserInterfaceSystem _uiSystem = default!;
[Dependency] private SharedPopupSystem _popupSystem = default!;
[Dependency] private IConfigurationManager _cfgManager = default!;
[Dependency] private ISharedAdminLogManager _adminLogger = default!;
[Dependency] private IPrototypeManager _proto = default!;
[Dependency] private SharedActionsSystem _actions = default!;
[Dependency] private LockSystem _lock = default!;
[Dependency] private SharedContainerSystem _container = default!;
[Dependency] private IdentitySystem _identity = default!;
/// <summary>
/// The name of the client-side type that represents the user interface window.
/// Used for innate voice masks, which need to be able to create their own UIs.
/// </summary>
private const string UiGeneratedName = "VoiceMaskBoundUserInterface";
// CCVar.
private int _maxNameLength;
public override void Initialize()
{
base.Initialize();
// These events should fire in the order Innate -> Implant -> Inventory
// Transform speaker name events
SubscribeLocalEvent<VoiceMaskComponent, InventoryRelayedEvent<TransformSpeakerNameEvent>>(OnTransformSpeakerNameInventory);
SubscribeLocalEvent<VoiceMaskComponent, ImplantRelayEvent<TransformSpeakerNameEvent>>(OnTransformSpeakerNameImplant);
SubscribeLocalEvent<VoiceMaskComponent, TransformSpeakerNameEvent>(OnInnateTransformSpeakerName);
// See identity attempt events
SubscribeLocalEvent<VoiceMaskComponent, ImplantRelayEvent<SeeIdentityAttemptEvent>>(OnSeeIdentityAttemptEvent);
SubscribeLocalEvent<VoiceMaskComponent, SeeIdentityAttemptEvent>(OnInnateSeeIdentityAttemptEvent);
// Transform speech events
SubscribeLocalEvent<VoiceMaskComponent, InventoryRelayedEvent<TransformSpeechEvent>>(OnTransformSpeechInventory, before: [typeof(AccentSystem)]);
SubscribeLocalEvent<VoiceMaskComponent, ImplantRelayEvent<TransformSpeechEvent>>(OnTransformSpeechImplant, before: [typeof(AccentSystem)]);
SubscribeLocalEvent<VoiceMaskComponent, TransformSpeechEvent>(OnTransformSpeech, before: [typeof(AccentSystem)]);
// Voice mask transform things
SubscribeLocalEvent<VoiceMaskComponent, InventoryRelayedEvent<VoiceMaskToggledEvent>>((ent, ref ev) => OnVoiceMaskToggledEvent(ent, ref ev.Args));
SubscribeLocalEvent<VoiceMaskComponent, ImplantRelayEvent<VoiceMaskToggledEvent>>((ent, ref ev) => OnVoiceMaskToggledEvent(ent, ref ev.Args));
SubscribeLocalEvent<VoiceMaskComponent, VoiceMaskToggledEvent>(OnVoiceMaskToggledEvent);
// Other events
SubscribeLocalEvent<VoiceMaskComponent, ImplantImplantedEvent>(OnImplantImplantedEvent);
SubscribeLocalEvent<VoiceMaskComponent, ImplantRemovedEvent>(OnImplantRemovedEventEvent);
SubscribeLocalEvent<VoiceMaskComponent, LockToggledEvent>(OnLockToggled);
SubscribeLocalEvent<VoiceMaskComponent, VoiceMaskChangeNameMessage>(OnChangeName);
SubscribeLocalEvent<VoiceMaskComponent, VoiceMaskChangeVerbMessage>(OnChangeVerb);
SubscribeLocalEvent<VoiceMaskComponent, VoiceMaskToggleMessage>(OnToggle);
SubscribeLocalEvent<VoiceMaskComponent, VoiceMaskAccentToggleMessage>(OnAccentToggle);
SubscribeLocalEvent<VoiceMaskComponent, ClothingGotEquippedEvent>(OnEquip);
SubscribeLocalEvent<VoiceMaskSetNameEvent>(OpenUI);
SubscribeLocalEvent<VoiceMaskComponent, MapInitEvent>(OnMapInit);
Subs.CVar(_cfgManager, CCVars.MaxNameLength, value => _maxNameLength = value, true);
InitializeTTS(); // Corvax-TTS
}
private void OnMapInit(Entity<VoiceMaskComponent> ent, ref MapInitEvent args)
{
if (!ent.Comp.IsInnate)
return;
// all masks should be inactive on creation
ent.Comp.Active = false;
_actions.AddAction(ent, ent.Comp.Action);
_uiSystem.SetUi((ent, null), VoiceMaskUIKey.Key, new InterfaceData(UiGeneratedName));
_identity.QueueIdentityUpdate(ent.Owner);
}
/// <summary>
/// Toggles this mask off it it isn't the mask turned on
/// </summary>
private void OnVoiceMaskToggledEvent(Entity<VoiceMaskComponent> ent, ref VoiceMaskToggledEvent args)
{
// we only toggle when the other mask turns on
if (!args.Active)
return;
// we don't want the entity turned on to be turned off, and there isn't any work to do if it already inactive
if (ent.Owner == args.Mask || !ent.Comp.Active)
return;
// turn it off
ent.Comp.Active = false;
// update the
UpdateUI(ent);
_identity.QueueIdentityUpdate(args.Source);
}
/// <summary>
/// Hides accent if the voice mask is on and the option to block accents is on
/// </summary>
private void TransformSpeech(Entity<VoiceMaskComponent> entity, TransformSpeechEvent args)
{
if (entity.Comp.AccentHide && entity.Comp.Active)
args.Cancel();
}
private void OnTransformSpeech(Entity<VoiceMaskComponent> entity, ref TransformSpeechEvent args)
{
TransformSpeech(entity, args);
}
private void OnTransformSpeechInventory(Entity<VoiceMaskComponent> entity, ref InventoryRelayedEvent<TransformSpeechEvent> args)
{
TransformSpeech(entity, args.Args);
}
private void OnTransformSpeechImplant(Entity<VoiceMaskComponent> entity, ref ImplantRelayEvent<TransformSpeechEvent> args)
{
TransformSpeech(entity, args.Args);
}
private void OnInnateTransformSpeakerName(Entity<VoiceMaskComponent> ent, ref TransformSpeakerNameEvent args)
{
TransformVoice(ent, args);
}
private void OnTransformSpeakerNameInventory(Entity<VoiceMaskComponent> entity, ref InventoryRelayedEvent<TransformSpeakerNameEvent> args)
{
TransformVoice(entity, args.Args);
}
private void OnTransformSpeakerNameImplant(Entity<VoiceMaskComponent> entity, ref ImplantRelayEvent<TransformSpeakerNameEvent> args)
{
TransformVoice(entity, args.Args);
}
private void OnInnateSeeIdentityAttemptEvent(Entity<VoiceMaskComponent> entity, ref SeeIdentityAttemptEvent args)
{
if (!entity.Comp.OverrideIdentity || !entity.Comp.Active || !entity.Comp.IsInnate)
return;
args.NameOverride = GetCurrentVoiceName(entity);
}
private void OnSeeIdentityAttemptEvent(Entity<VoiceMaskComponent> entity, ref ImplantRelayEvent<SeeIdentityAttemptEvent> args)
{
if (!entity.Comp.OverrideIdentity || !entity.Comp.Active)
return;
args.Args.NameOverride = GetCurrentVoiceName(entity);
}
private void OnImplantImplantedEvent(Entity<VoiceMaskComponent> entity, ref ImplantImplantedEvent ev)
{
entity.Comp.Active = false;
_identity.QueueIdentityUpdate(ev.Implanted);
}
private void OnImplantRemovedEventEvent(Entity<VoiceMaskComponent> entity, ref ImplantRemovedEvent ev)
{
_identity.QueueIdentityUpdate(ev.Implanted);
}
private void OnLockToggled(Entity<VoiceMaskComponent> ent, ref LockToggledEvent args)
{
if (args.Locked)
_actions.RemoveAction(ent.Comp.ActionEntity);
else if (_container.TryGetContainingContainer(ent.Owner, out var container))
_actions.AddAction(container.Owner, ref ent.Comp.ActionEntity, ent.Comp.Action, ent);
}
#region User inputs from UI
private void OnChangeVerb(Entity<VoiceMaskComponent> entity, ref VoiceMaskChangeVerbMessage msg)
{
if (msg.Verb is { } id && !_proto.HasIndex<SpeechVerbPrototype>(id))
return;
entity.Comp.VoiceMaskSpeechVerb = msg.Verb;
// verb is only important to metagamers so no need to log as opposed to name
_popupSystem.PopupEntity(Loc.GetString("voice-mask-popup-success"), entity, msg.Actor);
UpdateUI(entity);
}
private void OnChangeName(Entity<VoiceMaskComponent> entity, ref VoiceMaskChangeNameMessage message)
{
if (message.Name.Length > _maxNameLength || message.Name.Length <= 0)
{
_popupSystem.PopupEntity(Loc.GetString("voice-mask-popup-failure"), entity, message.Actor, PopupType.SmallCaution);
return;
}
var nameUpdatedEvent = new VoiceMaskNameUpdatedEvent(entity, entity.Comp.VoiceMaskName, message.Name);
if (entity.Comp.IsInnate)
RaiseLocalEvent(entity.Owner, ref nameUpdatedEvent);
else
RaiseLocalEvent(message.Actor, ref nameUpdatedEvent);
entity.Comp.VoiceMaskName = message.Name;
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(message.Actor):player} set voice of {ToPrettyString(entity):mask}: {entity.Comp.VoiceMaskName}");
_popupSystem.PopupEntity(Loc.GetString("voice-mask-popup-success"), entity, message.Actor);
UpdateUI(entity);
}
private void OnToggle(Entity<VoiceMaskComponent> entity, ref VoiceMaskToggleMessage args)
{
_popupSystem.PopupEntity(Loc.GetString("voice-mask-popup-toggle"), entity, args.Actor);
entity.Comp.Active = !entity.Comp.Active;
var ev = new VoiceMaskToggledEvent(entity.Owner, args.Actor, entity.Comp.Active);
RaiseLocalEvent(entity.Owner, ev);
// Update identity because of possible name override
_identity.QueueIdentityUpdate(args.Actor);
UpdateUI(entity);
}
private void OnAccentToggle(Entity<VoiceMaskComponent> entity, ref VoiceMaskAccentToggleMessage args)
{
_popupSystem.PopupEntity(Loc.GetString("voice-mask-popup-accent-toggle"), entity, args.Actor);
entity.Comp.AccentHide = !entity.Comp.AccentHide;
UpdateUI(entity);
}
#endregion
#region UI
private void OnEquip(EntityUid uid, VoiceMaskComponent component, ClothingGotEquippedEvent args)
{
if (_lock.IsLocked(uid))
return;
component.Active = false;
_actions.AddAction(args.Wearer, ref component.ActionEntity, component.Action, uid);
}
private void OpenUI(VoiceMaskSetNameEvent ev)
{
var maskEntity = ev.Action.Comp.Container;
if (!TryComp<VoiceMaskComponent>(maskEntity, out var voiceMaskComp))
return;
if (!_uiSystem.HasUi(maskEntity.Value, VoiceMaskUIKey.Key))
return;
_uiSystem.OpenUi(maskEntity.Value, VoiceMaskUIKey.Key, ev.Performer);
UpdateUI((maskEntity.Value, voiceMaskComp));
}
private void UpdateUI(Entity<VoiceMaskComponent> entity)
{
if (_uiSystem.HasUi(entity, VoiceMaskUIKey.Key))
_uiSystem.SetUiState(entity.Owner, VoiceMaskUIKey.Key, new VoiceMaskBuiState(GetCurrentVoiceName(entity), entity.Comp.VoiceMaskSpeechVerb, entity.Comp.Active, entity.Comp.AccentHide, entity.Comp.TitleText, entity.Comp.VoiceId)); //entity.Comp.VoiceId Corvax-TTS
}
#endregion
#region Helper functions
private string GetCurrentVoiceName(Entity<VoiceMaskComponent> entity)
{
return entity.Comp.VoiceMaskName ?? Loc.GetString("voice-mask-default-name-override");
}
private void TransformVoice(Entity<VoiceMaskComponent> entity, TransformSpeakerNameEvent args)
{
if (!entity.Comp.Active)
return;
args.VoiceName = GetCurrentVoiceName(entity);
args.SpeechVerb = entity.Comp.VoiceMaskSpeechVerb ?? args.SpeechVerb;
}
#endregion
}