Files
ss14-wega/Content.Server/StationEvents/Events/StationEventSystem.cs
qwerltaz 20c962aae1 [april fools] The world feels different today. You examine objects around you but can't quite make out what's in front of you. (#35879)
* 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>
2025-03-31 14:35:12 +02:00

124 lines
4.9 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Chat.Systems;
using Content.Server.GameTicking;
using Content.Server.GameTicking.Rules;
using Content.Server.Speech.EntitySystems;
using Content.Server.Station.Systems;
using Content.Server.StationEvents.Components;
using Content.Shared.Database;
using Content.Shared.GameTicking.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Server.StationEvents.Events;
/// <summary>
/// An abstract entity system inherited by all station events for their behavior.
/// </summary>
public abstract class StationEventSystem<T> : GameRuleSystem<T> where T : IComponent
{
[Dependency] protected readonly IAdminLogManager AdminLogManager = default!;
[Dependency] protected readonly IPrototypeManager PrototypeManager = default!;
[Dependency] protected readonly ChatSystem ChatSystem = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] protected readonly StationSystem StationSystem = default!;
protected ISawmill Sawmill = default!;
public override void Initialize()
{
base.Initialize();
Sawmill = Logger.GetSawmill("stationevents");
}
/// <inheritdoc/>
protected override void Added(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
base.Added(uid, component, gameRule, args);
if (!TryComp<StationEventComponent>(uid, out var stationEvent))
return;
AdminLogManager.Add(LogType.EventAnnounced, $"Event added / announced: {ToPrettyString(uid)}");
// we don't want to send to players who aren't in game (i.e. in the lobby)
Filter allPlayersInGame = Filter.Empty().AddWhere(GameTicker.UserHasJoinedGame);
if (stationEvent.StartAnnouncement != null)
{
var announcement = Loc.GetString(stationEvent.StartAnnouncement);
announcement = RandomAccentuator.MaybeAccentuate(announcement);
ChatSystem.DispatchFilteredAnnouncement(allPlayersInGame, announcement, playSound: false, colorOverride: stationEvent.StartAnnouncementColor);
}
Audio.PlayGlobal(stationEvent.StartAudio, allPlayersInGame, true);
}
/// <inheritdoc/>
protected override void Started(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleStartedEvent args)
{
base.Started(uid, component, gameRule, args);
if (!TryComp<StationEventComponent>(uid, out var stationEvent))
return;
AdminLogManager.Add(LogType.EventStarted, LogImpact.High, $"Event started: {ToPrettyString(uid)}");
if (stationEvent.Duration != null)
{
var duration = stationEvent.MaxDuration == null
? stationEvent.Duration
: TimeSpan.FromSeconds(RobustRandom.NextDouble(stationEvent.Duration.Value.TotalSeconds,
stationEvent.MaxDuration.Value.TotalSeconds));
stationEvent.EndTime = Timing.CurTime + duration;
}
}
/// <inheritdoc/>
protected override void Ended(EntityUid uid, T component, GameRuleComponent gameRule, GameRuleEndedEvent args)
{
base.Ended(uid, component, gameRule, args);
if (!TryComp<StationEventComponent>(uid, out var stationEvent))
return;
AdminLogManager.Add(LogType.EventStopped, $"Event ended: {ToPrettyString(uid)}");
// we don't want to send to players who aren't in game (i.e. in the lobby)
Filter allPlayersInGame = Filter.Empty().AddWhere(GameTicker.UserHasJoinedGame);
if (stationEvent.EndAnnouncement != null)
ChatSystem.DispatchFilteredAnnouncement(allPlayersInGame, Loc.GetString(stationEvent.EndAnnouncement), playSound: false, colorOverride: stationEvent.EndAnnouncementColor);
Audio.PlayGlobal(stationEvent.EndAudio, allPlayersInGame, true);
}
/// <summary>
/// Called every tick when this event is running.
/// Events are responsible for their own lifetime, so this handles starting and ending after time.
/// </summary>
/// <inheritdoc/>
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<StationEventComponent, GameRuleComponent>();
while (query.MoveNext(out var uid, out var stationEvent, out var ruleData))
{
if (!GameTicker.IsGameRuleAdded(uid, ruleData))
continue;
if (!GameTicker.IsGameRuleActive(uid, ruleData) && !HasComp<DelayedStartRuleComponent>(uid))
{
GameTicker.StartGameRule(uid, ruleData);
}
else if (stationEvent.EndTime != null && Timing.CurTime >= stationEvent.EndTime && GameTicker.IsGameRuleActive(uid, ruleData))
{
GameTicker.EndGameRule(uid, ruleData);
}
}
}
}