Files
wwdpublic/Content.Shared/Language/Components/Translators/HandheldTranslatorComponent.cs
Mnemotechnican 82cbea2aef Language Refactor 3 (#937)
# Description
This significantly improves the quality of the language system by fixing
the mistakes I've made almost a year ago while developing it.

Mainly, this throws away the old half-broken way of networking in favor
of the component state system provided by RT. Language speaker comp is
now shared with SendOnlyToOwner = true, and its state is handled
manually.

In addition to that, this brings the following changes:
- UniversalLanguageSpeaker and LanguageKnowledge are now server-side
- DetermineLanguagesEvent and LanguagesUpdateEvent are now shared (so
that future systems can be built in shared, if needed)
- Everything now uses the ProtoId<LanguagePrototype> type instead of raw
strings (god, I hated those so much)
- The server-side language system now accepts Entity<T?> arguments
instead of EntityUid + T
- UniversalLanguageSpeaker is now based on DetermineEntityLanguagesEvent
and gets an Enabled field, which allows to turn it off. This may have
some use in the future.
- Some minor cleanup

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# Changelog
No cl

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Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2024-10-19 13:41:35 +07:00

25 lines
870 B
C#

namespace Content.Shared.Language.Components.Translators;
/// <summary>
/// A translator that must be held in a hand or a pocket of an entity in order ot have effect.
/// </summary>
[RegisterComponent]
public sealed partial class HandheldTranslatorComponent : BaseTranslatorComponent
{
/// <summary>
/// Whether interacting with this translator toggles it on and off.
/// </summary>
[DataField]
public bool ToggleOnInteract = true;
/// <summary>
/// If true, when this translator is turned on, the entities' current spoken language will be set
/// to the first new language added by this translator.
/// </summary>
/// <remarks>
/// This should generally be used for translators that translate speech between two languages.
/// </remarks>
[DataField]
public bool SetLanguageOnInteract = true;
}