Files
wwdpublic/Content.Server/Radio/EntitySystems/RadioSystem.cs
Mnemotechnican 92dcd724d4 Refactor Sign Languages and Language Markers (#575)
# 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>


![image](https://github.com/user-attachments/assets/845ec5d3-20aa-4786-bdc8-c39c80e0a4a3)

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>
2024-07-26 13:11:42 -07:00

212 lines
9.2 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Chat.Systems;
using Content.Server.Language;
using Content.Server.Power.Components;
using Content.Server.Radio.Components;
using Content.Server.Speech;
using Content.Server.VoiceMask;
using Content.Shared.Chat;
using Content.Shared.Database;
using Content.Shared.Language;
using Content.Shared.Radio;
using Content.Shared.Radio.Components;
using Content.Shared.Speech;
using Robust.Shared.Map;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Replays;
using Robust.Shared.Utility;
namespace Content.Server.Radio.EntitySystems;
/// <summary>
/// This system handles intrinsic radios and the general process of converting radio messages into chat messages.
/// </summary>
public sealed class RadioSystem : EntitySystem
{
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly IReplayRecordingManager _replay = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly LanguageSystem _language = default!;
// set used to prevent radio feedback loops.
private readonly HashSet<string> _messages = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<IntrinsicRadioReceiverComponent, RadioReceiveEvent>(OnIntrinsicReceive);
SubscribeLocalEvent<IntrinsicRadioTransmitterComponent, EntitySpokeEvent>(OnIntrinsicSpeak);
}
private void OnIntrinsicSpeak(EntityUid uid, IntrinsicRadioTransmitterComponent component, EntitySpokeEvent args)
{
if (args.Channel != null && component.Channels.Contains(args.Channel.ID))
{
SendRadioMessage(uid, args.Message, args.Channel, uid, args.Language);
args.Channel = null; // prevent duplicate messages from other listeners.
}
}
private void OnIntrinsicReceive(EntityUid uid, IntrinsicRadioReceiverComponent component, ref RadioReceiveEvent args)
{
if (TryComp(uid, out ActorComponent? actor))
{
// Einstein-Engines - languages mechanic
var listener = component.Owner;
var msg = args.OriginalChatMsg;
if (listener != null && !_language.CanUnderstand(listener, args.Language.ID))
msg = args.LanguageObfuscatedChatMsg;
_netMan.ServerSendMessage(new MsgChatMessage { Message = msg}, actor.PlayerSession.Channel);
}
}
/// <summary>
/// Send radio message to all active radio listeners
/// </summary>
public void SendRadioMessage(EntityUid messageSource, string message, ProtoId<RadioChannelPrototype> channel, EntityUid radioSource, LanguagePrototype? language = null, bool escapeMarkup = true)
{
SendRadioMessage(messageSource, message, _prototype.Index(channel), radioSource, escapeMarkup: escapeMarkup, language: language);
}
/// <summary>
/// Send radio message to all active radio listeners
/// </summary>
/// <param name="messageSource">Entity that spoke the message</param>
/// <param name="radioSource">Entity that picked up the message and will send it, e.g. headset</param>
public void SendRadioMessage(EntityUid messageSource, string message, RadioChannelPrototype channel, EntityUid radioSource, LanguagePrototype? language = null, bool escapeMarkup = true)
{
if (language == null)
language = _language.GetLanguage(messageSource);
if (!language.SpeechOverride.AllowRadio)
return;
// TODO if radios ever garble / modify messages, feedback-prevention needs to be handled better than this.
if (!_messages.Add(message))
return;
var name = TryComp(messageSource, out VoiceMaskComponent? mask) && mask.Enabled
? mask.VoiceName
: MetaData(messageSource).EntityName;
// Delta-V: Support syrinx voice mask on radio.
if (TryComp(messageSource, out SyrinxVoiceMaskComponent? syrinx) && syrinx.Enabled)
name = syrinx.VoiceName;
name = FormattedMessage.EscapeText(name);
// most radios are relayed to chat, so lets parse the chat message beforehand
SpeechVerbPrototype speech;
if (mask != null
&& mask.Enabled
&& mask.SpeechVerb != null
&& _prototype.TryIndex<SpeechVerbPrototype>(mask.SpeechVerb, out var proto))
{
speech = proto;
}
else
speech = _chat.GetSpeechVerb(messageSource, message);
var content = escapeMarkup
? FormattedMessage.EscapeText(message)
: message;
var wrappedMessage = WrapRadioMessage(messageSource, channel, name, content, language);
var msg = new ChatMessage(ChatChannel.Radio, content, wrappedMessage, NetEntity.Invalid, null);
// ... you guess it
var obfuscated = _language.ObfuscateSpeech(content, language);
var obfuscatedWrapped = WrapRadioMessage(messageSource, channel, name, obfuscated, language);
var notUdsMsg = new ChatMessage(ChatChannel.Radio, obfuscated, obfuscatedWrapped, NetEntity.Invalid, null);
var ev = new RadioReceiveEvent(messageSource, channel, msg, notUdsMsg, language);
var sendAttemptEv = new RadioSendAttemptEvent(channel, radioSource);
RaiseLocalEvent(ref sendAttemptEv);
RaiseLocalEvent(radioSource, ref sendAttemptEv);
var canSend = !sendAttemptEv.Cancelled;
var sourceMapId = Transform(radioSource).MapID;
var hasActiveServer = HasActiveServer(sourceMapId, channel.ID);
var hasMicro = HasComp<RadioMicrophoneComponent>(radioSource);
var speakerQuery = GetEntityQuery<RadioSpeakerComponent>();
var radioQuery = EntityQueryEnumerator<ActiveRadioComponent, TransformComponent>();
while (canSend && radioQuery.MoveNext(out var receiver, out var radio, out var transform))
{
if (!radio.ReceiveAllChannels)
{
if (!radio.Channels.Contains(channel.ID) || (TryComp<IntercomComponent>(receiver, out var intercom) &&
!intercom.SupportedChannels.Contains(channel.ID)))
continue;
}
if (!channel.LongRange && transform.MapID != sourceMapId && !radio.GlobalReceive)
continue;
// don't need telecom server for long range channels or handheld radios and intercoms
var needServer = !channel.LongRange && (!hasMicro || !speakerQuery.HasComponent(receiver));
if (needServer && !hasActiveServer)
continue;
// check if message can be sent to specific receiver
var attemptEv = new RadioReceiveAttemptEvent(channel, radioSource, receiver);
RaiseLocalEvent(ref attemptEv);
RaiseLocalEvent(receiver, ref attemptEv);
if (attemptEv.Cancelled)
continue;
// send the message
RaiseLocalEvent(receiver, ref ev);
}
if (name != Name(messageSource))
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Radio message from {ToPrettyString(messageSource):user} as {name} on {channel.LocalizedName}: {message}");
else
_adminLogger.Add(LogType.Chat, LogImpact.Low, $"Radio message from {ToPrettyString(messageSource):user} on {channel.LocalizedName}: {message}");
_replay.RecordServerMessage(msg);
_messages.Remove(message);
}
private string WrapRadioMessage(EntityUid source, RadioChannelPrototype channel, string name, string message, LanguagePrototype language)
{
var speech = _chat.GetSpeechVerb(source, message);
// TODO this is done just to preserve the old look of radio, perhaps we can change it as well?
var languageColor = language.SpeechOverride.Color == Color.White ? channel.Color : language.SpeechOverride.Color;
return Loc.GetString(speech.Bold ? "chat-radio-message-wrap-bold" : "chat-radio-message-wrap",
("color", channel.Color),
("languageColor", languageColor),
("fontType", language.SpeechOverride.FontId ?? speech.FontId),
("fontSize", language.SpeechOverride.FontSize ?? speech.FontSize),
("verb", Loc.GetString(_random.Pick(speech.SpeechVerbStrings))),
("channel", $"\\[{channel.LocalizedName}\\]"),
("name", name),
("message", message));
}
/// <inheritdoc cref="TelecomServerComponent"/>
private bool HasActiveServer(MapId mapId, string channelId)
{
var servers = EntityQuery<TelecomServerComponent, EncryptionKeyHolderComponent, ApcPowerReceiverComponent, TransformComponent>();
foreach (var (_, keys, power, transform) in servers)
{
if (transform.MapID == mapId &&
power.Powered &&
keys.Channels.Contains(channelId))
{
return true;
}
}
return false;
}
}