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# Description This refactors #510 and #553. #553 specifically was reverted and re-implemented from scratch. As a consequence to all of this, the chat system was refactored a bit too, hopefully for the best. Changes: - InGameICChatType, InGameOOCChatType, ChatTransmitRange were all moved to shared and made serializable - Added a method to wrap whisper messages to reduce code duplication in chat system - Both WrapPublicMethod and WrapWhisperMessage call the same generic WrapMessage method, which allows to add speech verbs to whispers and more. That method is also fully responsible for adding language markers and deducing speech verbs now. - Everything related to speech was moved out of LanguagePrototype and into SpeechOverrideInfo. LanguagePrototype now holds an instance of that. - Added AllowRadio, RequireSpeech, ChatTypeOverride, SpeechVerbOverrides, MessageWrapOverrides to SpeechOverrideInfo, all of which are used in implementing the sign language. - Suffered a lot # TODO - [X] Cry - [X] Fix the sign language not displaying properly over the character. - [X] Find a way to circumvent being unable to speak?? <details><summary><h1>Media</h1></summary><p>  See below </p></details> # Changelog No cl no fun --------- Signed-off-by: Mnemotechnican <69920617+Mnemotechnician@users.noreply.github.com> Co-authored-by: Danger Revolution! <142105406+DangerRevolution@users.noreply.github.com>
33 lines
1011 B
C#
33 lines
1011 B
C#
using Content.Server.Chat.Systems;
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using Content.Shared.Chat;
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namespace Content.Server.NPC.HTN.PrimitiveTasks.Operators;
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public sealed partial class SpeakOperator : HTNOperator
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{
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private ChatSystem _chat = default!;
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[DataField("speech", required: true)]
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public string Speech = string.Empty;
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/// <summary>
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/// Whether to hide message from chat window and logs.
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/// </summary>
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[DataField]
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public bool Hidden;
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public override void Initialize(IEntitySystemManager sysManager)
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{
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base.Initialize(sysManager);
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_chat = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<ChatSystem>();
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}
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public override HTNOperatorStatus Update(NPCBlackboard blackboard, float frameTime)
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{
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var speaker = blackboard.GetValue<EntityUid>(NPCBlackboard.Owner);
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_chat.TrySendInGameICMessage(speaker, Loc.GetString(Speech), InGameICChatType.Speak, hideChat: Hidden, hideLog: Hidden);
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return base.Update(blackboard, frameTime);
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}
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}
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