Files
wwdpublic/Content.Server/Language/LanguageSystem.Networking.cs
VMSolidus 19ca517509 Non-Destructive Universal Language (#899)
# Description

UniversalLanguageSpeakerComponent has NUMEROUS issues, which previously
were easy to ignore since it was a language only obtainable by Admins.
But now that it's both a Psionic Power(And a trait that adds said
power), the issues with it have been highlighted. Here's just a FEW

1. UniversalLanguageSpeaker overwrites all known languages, preventing
you from speaking anything else
2. It overwrites the ability to use sign language.
3. It also overwrites the Mute trait.

To fix that, I've made it follow *MOSTLY* the logic all the other
languages use, so that it's less of a special snowflake case. Now if you
have access to it, it will appear in your language list alongside other
languages, rather than fully replacing the entire list. That way you can
intentionally choose not to speak in a language understood by all.

Fuck it, I also added the ability for the TraitSystem to just call
LanguageSystem and directly add arbitrarily any desired language, rather
than needing a component to do so.

# Changelog

🆑
- fix: UniversalLanguageSpeaker(And Xenoglossy by extension) will now
appear in your language menu alongside other known languages, rather
than replace all known languages. You can effectively now choose whether
or not to speak it, or to use a normal language.
- add: Traits can now add Languages directly.
- add: Traits can now remove Languages directly.

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Co-authored-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com>
Co-authored-by: FoxxoTrystan <45297731+FoxxoTrystan@users.noreply.github.com>
Co-authored-by: DEATHB4DEFEAT <77995199+DEATHB4DEFEAT@users.noreply.github.com>
2024-10-19 13:08:20 +07:00

74 lines
2.8 KiB
C#

using Content.Server.Language.Events;
using Content.Server.Mind;
using Content.Shared.Language;
using Content.Shared.Language.Components;
using Content.Shared.Language.Events;
using Content.Shared.Mind;
using Content.Shared.Mind.Components;
using Robust.Shared.Player;
namespace Content.Server.Language;
public sealed partial class LanguageSystem
{
[Dependency] private readonly MindSystem _mind = default!;
public void InitializeNet()
{
SubscribeNetworkEvent<LanguagesSetMessage>(OnClientSetLanguage);
SubscribeNetworkEvent<RequestLanguagesMessage>((_, session) => SendLanguageStateToClient(session.SenderSession));
SubscribeLocalEvent<LanguageSpeakerComponent, LanguagesUpdateEvent>((uid, comp, _) => SendLanguageStateToClient(uid, comp));
// Refresh the client's state when its mind hops to a different entity
SubscribeLocalEvent<MindContainerComponent, MindAddedMessage>((uid, _, _) => SendLanguageStateToClient(uid));
SubscribeLocalEvent<MindComponent, MindGotRemovedEvent>((_, _, args) =>
{
if (args.Mind.Comp.Session != null)
SendLanguageStateToClient(args.Mind.Comp.Session);
});
}
private void OnClientSetLanguage(LanguagesSetMessage message, EntitySessionEventArgs args)
{
if (args.SenderSession.AttachedEntity is not { Valid: true } uid)
return;
var language = GetLanguagePrototype(message.CurrentLanguage);
if (language == null || !CanSpeak(uid, language.ID))
return;
SetLanguage(uid, language.ID);
}
private void SendLanguageStateToClient(EntityUid uid, LanguageSpeakerComponent? comp = null)
{
// Try to find a mind inside the entity and notify its session
if (!_mind.TryGetMind(uid, out _, out var mindComp) || mindComp.Session == null)
return;
SendLanguageStateToClient(uid, mindComp.Session, comp);
}
private void SendLanguageStateToClient(ICommonSession session, LanguageSpeakerComponent? comp = null)
{
// Try to find an entity associated with the session and resolve the languages from it
if (session.AttachedEntity is not { Valid: true } entity)
return;
SendLanguageStateToClient(entity, session, comp);
}
// TODO this is really stupid and can be avoided if we just make everything shared...
private void SendLanguageStateToClient(EntityUid uid, ICommonSession session, LanguageSpeakerComponent? component = null)
{
var message = !Resolve(uid, ref component, logMissing: false)
? new LanguagesUpdatedMessage(UniversalPrototype, [UniversalPrototype], [UniversalPrototype])
: new LanguagesUpdatedMessage(component.CurrentLanguage, component.SpokenLanguages, component.UnderstoodLanguages);
RaiseNetworkEvent(message, session);
}
}