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* maybeAccentuate * accentuate examine nodes * working prototype * random accentuator * fix SingleAccentuator.cs * french, mumble, slurred * mobster, pirate, stutter * remove examine prediction (for one day) * random accents per examine, not per sentence * Revert "random accents per examine, not per sentence" This reverts commit 0dfa644bb760e4b3f760f43db8870f43ea75e64d. * crew manifest * tweak examine reaccentuation chance * alert level announcement * event centcom announcements * tweak accent system signatures * nuke annoucement, tweak manifest chance * accentuation rarer and a bit more messed up * examine tooltips * more centcom announcements * reformat * sophisticated reformatting * less * tweak --------- Co-authored-by: Milon <milonpl.git@proton.me>
83 lines
3.1 KiB
C#
83 lines
3.1 KiB
C#
using System.Linq;
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using Content.Server.Speech.EntitySystems;
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using Content.Server.Verbs;
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using Content.Shared.Examine;
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using Content.Shared.Verbs;
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using JetBrains.Annotations;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Server.Examine
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{
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[UsedImplicitly]
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public sealed class ExamineSystem : ExamineSystemShared
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{
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[Dependency] private readonly VerbSystem _verbSystem = default!;
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private readonly FormattedMessage _entityNotFoundMessage = new();
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private readonly FormattedMessage _entityOutOfRangeMessage = new();
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public override void Initialize()
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{
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base.Initialize();
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_entityNotFoundMessage.AddText(Loc.GetString("examine-system-entity-does-not-exist"));
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_entityOutOfRangeMessage.AddText(Loc.GetString("examine-system-cant-see-entity"));
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SubscribeNetworkEvent<ExamineSystemMessages.RequestExamineInfoMessage>(ExamineInfoRequest);
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}
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public override void SendExamineTooltip(EntityUid player, EntityUid target, FormattedMessage message, bool getVerbs, bool centerAtCursor)
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{
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if (!TryComp<ActorComponent>(player, out var actor))
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return;
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var session = actor.PlayerSession;
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SortedSet<Verb>? verbs = null;
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if (getVerbs)
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verbs = _verbSystem.GetLocalVerbs(target, player, typeof(ExamineVerb));
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message = RandomAccentuator.MaybeAccentuate(message, 0.1f);
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var ev = new ExamineSystemMessages.ExamineInfoResponseMessage(
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GetNetEntity(target), 0, message, verbs?.ToList(), centerAtCursor
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);
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RaiseNetworkEvent(ev, session.Channel);
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}
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private void ExamineInfoRequest(ExamineSystemMessages.RequestExamineInfoMessage request, EntitySessionEventArgs eventArgs)
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{
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var player = eventArgs.SenderSession;
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var session = eventArgs.SenderSession;
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var channel = player.Channel;
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var entity = GetEntity(request.NetEntity);
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if (session.AttachedEntity is not {Valid: true} playerEnt
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|| !EntityManager.EntityExists(entity))
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{
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RaiseNetworkEvent(new ExamineSystemMessages.ExamineInfoResponseMessage(
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request.NetEntity, request.Id, _entityNotFoundMessage), channel);
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return;
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}
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if (!CanExamine(playerEnt, entity))
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{
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RaiseNetworkEvent(new ExamineSystemMessages.ExamineInfoResponseMessage(
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request.NetEntity, request.Id, _entityOutOfRangeMessage, knowTarget: false), channel);
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return;
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}
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SortedSet<Verb>? verbs = null;
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if (request.GetVerbs)
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verbs = _verbSystem.GetLocalVerbs(entity, playerEnt, typeof(ExamineVerb));
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var text = GetExamineText(entity, player.AttachedEntity);
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text = RandomAccentuator.MaybeAccentuate(text, 0.05f);
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RaiseNetworkEvent(new ExamineSystemMessages.ExamineInfoResponseMessage(
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request.NetEntity, request.Id, text, verbs?.ToList()), channel);
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}
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}
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}
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