Files
wwdpublic/Content.Client/Chat/Managers/ChatManager.cs
Timfa 63773c7218 Revolutionary Manifesto (#1878)
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# Description

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With protection against flashes a bit more easily obtainable than before
(welding masks, sunglasses, engineering goggles, cyber eye traits, etc.)
and having thought about this idea before, I'd like to do a quick poll
on an idea I've had and would be willing to implement:
Instead of a Flash, give HeadRevolutionaries a Manifesto. They use this
(with a short doafter) on a person to convert them, spouting Rev
Ideology at them as the doafter runs. This will only be blockable by
* Mindshields
* Not being an intelligent creature

As a side-effect, Epistemics won't necessarily be the Prime First Target
to Rev anymore. Unless they want more books and they're in the library.

A head revolutionary will spawn with this book. It may also be found in
maintenance or bookshelves, though this is not common. This is to ensure
that _having_ the book does not immediately out you as a revolutionary.

The book has no charges, as opposed to flashes. This is balanced out by
the fact that you audibly spout revolutionary ideology and propaganda at
a target and that it takes a few seconds to do the conversion.

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<details><summary><h1>Media</h1></summary>
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https://github.com/user-attachments/assets/089d707b-9178-45b1-a38a-99f06ae5d9b1

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# Changelog

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🆑
- tweak: Changed the way Revolutionaries convert people. Instead of
flashes, they now use the Revolutionary Manifesto to 'persuade' new
conspirators. This has a small delay (three seconds) and will make you
speak propaganda at the target. Note that the book itself is not
contraband, and may also be found in other places. Only a Head
Revolutionary will be able to make use of its persuasive power,
however...

<!-- This is an auto-generated comment: release notes by coderabbit.ai
-->
## Summary by CodeRabbit

- **New Features**
- Introduced a new in-game item—the Revolutionary Manifesto—which
replaces previous flash-based conversion tools. It features distinctive
visual design and sound effects.
- Added a new method for sending in-game chat messages to all users,
enhancing communication capabilities.

- **Gameplay Updates**
- Head Revolutionary roles now convert others using the manifesto, with
updated narrative text, motivational speeches, and revised starting
gear.

- **Communication Enhancements**
- Improved in-game messaging systems streamline chat interactions for a
smoother experience.
<!-- end of auto-generated comment: release notes by coderabbit.ai -->

---------

Signed-off-by: Timfa <timfalken@hotmail.com>
Co-authored-by: coderabbitai[bot] <136622811+coderabbitai[bot]@users.noreply.github.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>

(cherry picked from commit 4f4c5be744332ba03245de0a5da8fd36255855f5)
2025-03-08 14:51:36 +03:00

114 lines
4.0 KiB
C#

using Content.Client.Administration.Managers;
using Content.Client.Ghost;
using Content.Shared.Administration;
using Content.Shared.Chat;
using Robust.Client.Console;
using Robust.Shared.Network;
using Robust.Shared.Utility;
namespace Content.Client.Chat.Managers
{
internal sealed class ChatManager : IChatManager
{
[Dependency] private readonly IClientConsoleHost _consoleHost = default!;
[Dependency] private readonly IClientAdminManager _adminMgr = default!;
[Dependency] private readonly IEntitySystemManager _systems = default!;
private ISawmill _sawmill = default!;
public event Action? PermissionsUpdated; //Nyano - Summary: need to be able to update perms for new psionics.
public void Initialize()
{
_sawmill = Logger.GetSawmill("chat");
_sawmill.Level = LogLevel.Info;
}
public void SendAdminAlert(string message)
{
// See server-side manager. This just exists for shared code.
}
public void SendAdminAlert(EntityUid player, string message)
{
// See server-side manager. This just exists for shared code.
}
public void ChatMessageToAll(
ChatChannel channel,
string message,
string wrappedMessage,
EntityUid source,
bool hideChat,
bool recordReplay,
Color? colorOverride = null,
string? audioPath = null,
float audioVolume = 0,
NetUserId? author = null,
bool ignoreChatStack = false
)
{
// See server-side code. This method only exists for shared.
}
public void SendMessage(string text, ChatSelectChannel channel)
{
var str = text.ToString();
switch (channel)
{
case ChatSelectChannel.Console:
// run locally
_consoleHost.ExecuteCommand(text);
break;
case ChatSelectChannel.LOOC:
_consoleHost.ExecuteCommand($"looc \"{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.OOC:
_consoleHost.ExecuteCommand($"ooc \"{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.Admin:
_consoleHost.ExecuteCommand($"asay \"{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.Emotes:
_consoleHost.ExecuteCommand($"me \"{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.Dead:
if (_systems.GetEntitySystemOrNull<GhostSystem>() is {IsGhost: true})
goto case ChatSelectChannel.Local;
if (_adminMgr.HasFlag(AdminFlags.Admin))
_consoleHost.ExecuteCommand($"dsay \"{CommandParsing.Escape(str)}\"");
else
_sawmill.Warning("Tried to speak on deadchat without being ghost or admin.");
break;
// TODO sepearate radio and say into separate commands.
case ChatSelectChannel.Radio:
case ChatSelectChannel.Local:
_consoleHost.ExecuteCommand($"say \"{CommandParsing.Escape(str)}\"");
break;
case ChatSelectChannel.Whisper:
_consoleHost.ExecuteCommand($"whisper \"{CommandParsing.Escape(str)}\"");
break;
//Nyano - Summary: sends the command for telepath communication.
case ChatSelectChannel.Telepathic:
_consoleHost.ExecuteCommand($"tsay \"{CommandParsing.Escape(str)}\"");
break;
default:
throw new ArgumentOutOfRangeException(nameof(channel), channel, null);
}
}
//Nyano - Summary: fires off the update permissions script.
public void UpdatePermissions()
{
PermissionsUpdated?.Invoke();
}
}
}