Files
wwdpublic/Content.Server/Language/Commands/AdminLanguageCommand.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

77 lines
2.7 KiB
C#

using Content.Server.Administration;
using Content.Shared.Administration;
using Content.Shared.Language;
using Content.Shared.Language.Components;
using Content.Shared.Language.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Toolshed;
using Robust.Shared.Toolshed.Syntax;
using Robust.Shared.Toolshed.TypeParsers;
namespace Content.Server.Language.Commands;
[ToolshedCommand(Name = "language"), AdminCommand(AdminFlags.Admin)]
public sealed class AdminLanguageCommand : ToolshedCommand
{
private LanguageSystem? _languagesField;
private LanguageSystem Languages => _languagesField ??= GetSys<LanguageSystem>();
[CommandImplementation("add")]
public EntityUid AddLanguage(
[CommandInvocationContext] IInvocationContext ctx,
[PipedArgument] EntityUid input,
[CommandArgument] ValueRef<string, Prototype<LanguagePrototype>> @ref,
[CommandArgument] bool canSpeak = true,
[CommandArgument] bool canUnderstand = true
)
{
var language = @ref.Evaluate(ctx)!;
if (language == SharedLanguageSystem.UniversalPrototype)
{
EnsureComp<UniversalLanguageSpeakerComponent>(input);
Languages.UpdateEntityLanguages(input);
}
else
{
EnsureComp<LanguageSpeakerComponent>(input);
Languages.AddLanguage(input, language, canSpeak, canUnderstand);
}
return input;
}
[CommandImplementation("rm")]
public EntityUid RemoveLanguage(
[CommandInvocationContext] IInvocationContext ctx,
[PipedArgument] EntityUid input,
[CommandArgument] ValueRef<string, Prototype<LanguagePrototype>> @ref,
[CommandArgument] bool removeSpeak = true,
[CommandArgument] bool removeUnderstand = true
)
{
var language = @ref.Evaluate(ctx)!;
if (language == SharedLanguageSystem.UniversalPrototype && HasComp<UniversalLanguageSpeakerComponent>(input))
{
RemComp<UniversalLanguageSpeakerComponent>(input);
EnsureComp<LanguageSpeakerComponent>(input);
}
// We execute this branch even in case of universal so that it gets removed if it was added manually to the LanguageKnowledge
Languages.RemoveLanguage(input, language, removeSpeak, removeUnderstand);
return input;
}
[CommandImplementation("lsspoken")]
public IEnumerable<ProtoId<LanguagePrototype>> ListSpoken([PipedArgument] EntityUid input)
{
return Languages.GetSpokenLanguages(input);
}
[CommandImplementation("lsunderstood")]
public IEnumerable<ProtoId<LanguagePrototype>> ListUnderstood([PipedArgument] EntityUid input)
{
return Languages.GetUnderstoodLanguages(input);
}
}