Files
wwdpublic/Content.Server/DeltaV/AACTablet/AACTabletSystem.cs
sleepyyapril f028176cf2 AAC Tablet Port (#1674)
ports all changes to the AAC tablet and the AAC tablet itself. also puts
it in items loadout.

🆑
- add: Ported the AAC tablet from Delta-V.

---------

Co-authored-by: portfiend <109661617+portfiend@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Milon <plmilonpl@gmail.com>
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Milon <milonpl.git@proton.me>
Co-authored-by: keekee38 <iamabanana372456@gmail.com>
(cherry picked from commit 5f39fa26f8c0370baae6ee5b33bfaeda451ed4a3)
2025-02-14 23:34:34 +03:00

53 lines
1.7 KiB
C#

using Content.Server.Abilities.Mime;
using Content.Server.Chat.Systems;
using Content.Server.Speech.Components;
using Content.Shared.Chat;
using Content.Shared.DeltaV.AACTablet;
using Content.Shared.IdentityManagement;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.DeltaV.AACTablet;
public sealed class AACTabletSystem : EntitySystem
{
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly MimePowersSystem _mimePowers = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AACTabletComponent, AACTabletSendPhraseMessage>(OnSendPhrase);
}
private void OnSendPhrase(Entity<AACTabletComponent> ent, ref AACTabletSendPhraseMessage message)
{
if (ent.Comp.NextPhrase > _timing.CurTime)
return;
var senderName = Identity.Entity(message.Actor, EntityManager);
var speakerName = Loc.GetString("speech-name-relay",
("speaker", Name(ent)),
("originalName", senderName));
if (!_prototype.TryIndex(message.PhraseId, out var phrase))
return;
if (HasComp<MimePowersComponent>(message.Actor))
_mimePowers.BreakVow(message.Actor);
EnsureComp<VoiceOverrideComponent>(ent).NameOverride = speakerName;
_chat.TrySendInGameICMessage(ent,
Loc.GetString(phrase.Text),
InGameICChatType.Speak,
hideChat: false,
nameOverride: speakerName);
var curTime = _timing.CurTime;
ent.Comp.NextPhrase = curTime + ent.Comp.Cooldown;
}
}